# Mesh Operators

`bpy.ops.mesh.``beautify_fill`(angle_limit=3.14159)

  Rearrange some faces to try to get less degenerated geometry

  Parameters: | angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit

`bpy.ops.mesh.``bevel`(offset_type='OFFSET', offset=0.0, segments=1, profile=0.5, vertex_only=False, clamp_overlap=False, loop_slide=True, material=-1)

  Edge Bevel

  Parameters: | offset_type (enum in [‘OFFSET’, ‘WIDTH’, ‘DEPTH’, ‘PERCENT’], (optional)) – Amount Type, What distance Amount measures `OFFSET` Offset, Amount is offset of new edges from original. `WIDTH` Width, Amount is width of new face. `DEPTH` Depth, Amount is perpendicular distance from original edge to bevel face. `PERCENT` Percent, Amount is percent of adjacent edge length. offset (float in [-1e+06, 1e+06], (optional)) – Amount segments (int in [1, 50], (optional)) – Segments, Segments for curved edge profile (float in [0.15, 1], (optional)) – Profile, Controls profile shape (0.5 = round) vertex_only (boolean, (optional)) – Vertex Only, Bevel only vertices clamp_overlap (boolean, (optional)) – Clamp Overlap, Do not allow beveled edges/vertices to overlap each other loop_slide (boolean, (optional)) – Loop Slide, Prefer slide along edge to even widths material (int in [-1, inf], (optional)) – Material, Material for bevel faces (-1 means use adjacent faces)

`bpy.ops.mesh.``bisect`(plane_co=(0.0, 0.0, 0.0), plane_no=(0.0, 0.0, 0.0), use_fill=False, clear_inner=False, clear_outer=False, threshold=0.0001, xstart=0, xend=0, ystart=0, yend=0, cursor=1002)

  Cut geometry along a plane (click-drag to define plane)

  Parameters: | plane_co (float array of 3 items in [-inf, inf], (optional)) – Plane Point, A point on the plane plane_no (float array of 3 items in [-1, 1], (optional)) – Plane Normal, The direction the plane points use_fill (boolean, (optional)) – Fill, Fill in the cut clear_inner (boolean, (optional)) – Clear Inner, Remove geometry behind the plane clear_outer (boolean, (optional)) – Clear Outer, Remove geometry in front of the plane threshold (float in [0, 10], (optional)) – Axis Threshold xstart (int in [-inf, inf], (optional)) – X Start xend (int in [-inf, inf], (optional)) – X End ystart (int in [-inf, inf], (optional)) – Y Start yend (int in [-inf, inf], (optional)) – Y End cursor (int in [0, inf], (optional)) – Cursor, Mouse cursor style to use during the modal operator

`bpy.ops.mesh.``blend_from_shape`(shape='', blend=1.0, add=True)

  Blend in shape from a shape key

  Parameters: | shape (enum in [], (optional)) – Shape, Shape key to use for blending blend (float in [-1000, 1000], (optional)) – Blend, Blending factor add (boolean, (optional)) – Add, Add rather than blend between shapes

`bpy.ops.mesh.``bridge_edge_loops`(type='SINGLE', use_merge=False, merge_factor=0.5, twist_offset=0, number_cuts=0, interpolation='PATH', smoothness=1.0, profile_shape_factor=0.0, profile_shape='SMOOTH')

  Make faces between two or more edge loops

  Parameters: | type (enum in [‘SINGLE’, ‘CLOSED’, ‘PAIRS’], (optional)) – Connect Loops, Method of bridging multiple loops use_merge (boolean, (optional)) – Merge, Merge rather than creating faces merge_factor (float in [0, 1], (optional)) – Merge Factor twist_offset (int in [-1000, 1000], (optional)) – Twist, Twist offset for closed loops number_cuts (int in [0, 1000], (optional)) – Number of Cuts interpolation (enum in [‘LINEAR’, ‘PATH’, ‘SURFACE’], (optional)) – Interpolation, Interpolation method smoothness (float in [0, 1000], (optional)) – Smoothness, Smoothness factor profile_shape_factor (float in [-1000, 1000], (optional)) – Profile Factor, How much intermediary new edges are shrunk/expanded profile_shape (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’], (optional)) – Profile Shape, Shape of the profile `SMOOTH` Smooth, Smooth falloff. `SPHERE` Sphere, Spherical falloff. `ROOT` Root, Root falloff. `INVERSE_SQUARE` Inverse Square, Inverse Square falloff. `SHARP` Sharp, Sharp falloff. `LINEAR` Linear, Linear falloff.

`bpy.ops.mesh.``colors_reverse`()

  Flip direction of vertex colors inside faces

`bpy.ops.mesh.``colors_rotate`(use_ccw=False)

  Rotate vertex colors inside faces

  Parameters: | use_ccw (boolean, (optional)) – Counter Clockwise

`bpy.ops.mesh.``customdata_custom_splitnormals_add`()

  Add a custom split normals layer, if none exists yet

`bpy.ops.mesh.``customdata_custom_splitnormals_clear`()

  Remove the custom split normals layer, if it exists

`bpy.ops.mesh.``customdata_mask_clear`()

  Clear vertex sculpt masking data from the mesh

`bpy.ops.mesh.``customdata_skin_add`()

  Add a vertex skin layer

`bpy.ops.mesh.``customdata_skin_clear`()

  Clear vertex skin layer

`bpy.ops.mesh.``delete`(type='VERT')

  Delete selected vertices, edges or faces

  Parameters: | type (enum in [‘VERT’, ‘EDGE’, ‘FACE’, ‘EDGE_FACE’, ‘ONLY_FACE’], (optional)) – Type, Method used for deleting mesh data

`bpy.ops.mesh.``delete_edgeloop`(use_face_split=True)

  Delete an edge loop by merging the faces on each side

  Parameters: | use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry

`bpy.ops.mesh.``delete_loose`(use_verts=True, use_edges=True, use_faces=False)

  Delete loose vertices, edges or faces

  Parameters: | use_verts (boolean, (optional)) – Vertices, Remove loose vertices use_edges (boolean, (optional)) – Edges, Remove loose edges use_faces (boolean, (optional)) – Faces, Remove loose faces

`bpy.ops.mesh.``dissolve_degenerate`(threshold=0.0001)

  Dissolve zero area faces and zero length edges

  Parameters: | threshold (float in [1e-06, 50], (optional)) – Merge Distance, Minimum distance between elements to merge

`bpy.ops.mesh.``dissolve_edges`(use_verts=True, use_face_split=False)

  Dissolve edges, merging faces

  Parameters: | use_verts (boolean, (optional)) – Dissolve Verts, Dissolve remaining vertices use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry

`bpy.ops.mesh.``dissolve_faces`(use_verts=False)

  Dissolve faces

  Parameters: | use_verts (boolean, (optional)) – Dissolve Verts, Dissolve remaining vertices

`bpy.ops.mesh.``dissolve_limited`(angle_limit=0.0872665, use_dissolve_boundaries=False, delimit={'NORMAL'})

  Dissolve selected edges and verts, limited by the angle of surrounding geometry

  Parameters: | angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit use_dissolve_boundaries (boolean, (optional)) – All Boundaries, Dissolve all vertices inbetween face boundaries delimit (enum set in {‘NORMAL’, ‘MATERIAL’, ‘SEAM’, ‘SHARP’, ‘UV’}, (optional)) – Delimit, Delimit dissolve operation `NORMAL` Normal, Delimit by face directions. `MATERIAL` Material, Delimit by face material. `SEAM` Seam, Delimit by edge seams. `SHARP` Sharp, Delimit by sharp edges. `UV` UVs, Delimit by UV coordinates.

`bpy.ops.mesh.``dissolve_mode`(use_verts=False, use_face_split=False, use_boundary_tear=False)

  Dissolve geometry based on the selection mode

  Parameters: | use_verts (boolean, (optional)) – Dissolve Verts, Dissolve remaining vertices use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry use_boundary_tear (boolean, (optional)) – Tear Boundary, Split off face corners instead of merging faces

`bpy.ops.mesh.``dissolve_verts`(use_face_split=False, use_boundary_tear=False)

  Dissolve verts, merge edges and faces

  Parameters: | use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry use_boundary_tear (boolean, (optional)) – Tear Boundary, Split off face corners instead of merging faces

`bpy.ops.mesh.``drop_named_image`(name="Image", filepath="Path", relative_path=True)

  Assign Image to active UV Map, or create an UV Map

  Parameters: | name (string, (optional, never None)) – Name, Image name to assign filepath (string, (optional, never None)) – Filepath, Path to image file relative_path (boolean, (optional)) – Relative Path, Select the file relative to the blend file

`bpy.ops.mesh.``dupli_extrude_cursor`(rotate_source=True)

  Duplicate and extrude selected vertices, edges or faces towards the mouse cursor

  Parameters: | rotate_source (boolean, (optional)) – Rotate Source, Rotate initial selection giving better shape

`bpy.ops.mesh.``duplicate`(mode=1)

  Duplicate selected vertices, edges or faces

  Parameters: | mode (int in [0, inf], (optional)) – Mode

`bpy.ops.mesh.``duplicate_move`(MESH_OT_duplicate=None, TRANSFORM_OT_translate=None)

  Duplicate mesh and move

  Parameters: | MESH_OT_duplicate (`MESH_OT_duplicate`, (optional)) – Duplicate, Duplicate selected vertices, edges or faces TRANSFORM_OT_translate (`TRANSFORM_OT_translate`, (optional)) – Translate, Translate (move) selected items

`bpy.ops.mesh.``edge_collapse`()

  Collapse selected edges

`bpy.ops.mesh.``edge_face_add`()

  Add an edge or face to selected

`bpy.ops.mesh.``edge_rotate`(use_ccw=False)

  Rotate selected edge or adjoining faces

  Parameters: | use_ccw (boolean, (optional)) – Counter Clockwise

`bpy.ops.mesh.``edge_split`()

  Split selected edges so that each neighbor face gets its own copy

`bpy.ops.mesh.``edgering_select`(extend=False, deselect=False, toggle=False, ring=True)

  Select an edge ring

  Parameters: | extend (boolean, (optional)) – Extend, Extend the selection deselect (boolean, (optional)) – Deselect, Remove from the selection toggle (boolean, (optional)) – Toggle Select, Toggle the selection ring (boolean, (optional)) – Select Ring, Select ring

`bpy.ops.mesh.``edges_select_sharp`(sharpness=0.523599)

  Select all sharp-enough edges

  Parameters: | sharpness (float in [0.000174533, 3.14159], (optional)) – Sharpness

`bpy.ops.mesh.``extrude_edges_indiv`(mirror=False)

  Extrude individual edges only

  Parameters: | mirror (boolean, (optional)) – Mirror Editing

`bpy.ops.mesh.``extrude_edges_move`(MESH_OT_extrude_edges_indiv=None, TRANSFORM_OT_translate=None)

  Extrude edges and move result

  Parameters: | MESH_OT_extrude_edges_indiv (`MESH_OT_extrude_edges_indiv`, (optional)) – Extrude Only Edges, Extrude individual edges only TRANSFORM_OT_translate (`TRANSFORM_OT_translate`, (optional)) – Translate, Translate (move) selected items

`bpy.ops.mesh.``extrude_faces_indiv`(mirror=False)

  Extrude individual faces only

  Parameters: | mirror (boolean, (optional)) – Mirror Editing

`bpy.ops.mesh.``extrude_faces_move`(MESH_OT_extrude_faces_indiv=None, TRANSFORM_OT_shrink_fatten=None)

  Extrude faces and move result

  Parameters: | MESH_OT_extrude_faces_indiv (`MESH_OT_extrude_faces_indiv`, (optional)) – Extrude Individual Faces, Extrude individual faces only TRANSFORM_OT_shrink_fatten (`TRANSFORM_OT_shrink_fatten`, (optional)) – Shrink/Fatten, Shrink/fatten selected vertices along normals

`bpy.ops.mesh.``extrude_region`(mirror=False)

  Extrude region of faces

  Parameters: | mirror (boolean, (optional)) – Mirror Editing

`bpy.ops.mesh.``extrude_region_move`(MESH_OT_extrude_region=None, TRANSFORM_OT_translate=None)

  Extrude region and move result

  Parameters: | MESH_OT_extrude_region (`MESH_OT_extrude_region`, (optional)) – Extrude Region, Extrude region of faces TRANSFORM_OT_translate (`TRANSFORM_OT_translate`, (optional)) – Translate, Translate (move) selected items

`bpy.ops.mesh.``extrude_region_shrink_fatten`(MESH_OT_extrude_region=None, TRANSFORM_OT_shrink_fatten=None)

  Extrude region and move result

  Parameters: | MESH_OT_extrude_region (`MESH_OT_extrude_region`, (optional)) – Extrude Region, Extrude region of faces TRANSFORM_OT_shrink_fatten (`TRANSFORM_OT_shrink_fatten`, (optional)) – Shrink/Fatten, Shrink/fatten selected vertices along normals

`bpy.ops.mesh.``extrude_repeat`(offset=2.0, steps=10)

  Extrude selected vertices, edges or faces repeatedly

  Parameters: | offset (float in [0, inf], (optional)) – Offset steps (int in [0, 1000000], (optional)) – Steps

`bpy.ops.mesh.``extrude_vertices_move`(MESH_OT_extrude_verts_indiv=None, TRANSFORM_OT_translate=None)

  Extrude vertices and move result

  Parameters: | MESH_OT_extrude_verts_indiv (`MESH_OT_extrude_verts_indiv`, (optional)) – Extrude Only Vertices, Extrude individual vertices only TRANSFORM_OT_translate (`TRANSFORM_OT_translate`, (optional)) – Translate, Translate (move) selected items

`bpy.ops.mesh.``extrude_verts_indiv`(mirror=False)

  Extrude individual vertices only

  Parameters: | mirror (boolean, (optional)) – Mirror Editing

`bpy.ops.mesh.``face_make_planar`(factor=1.0, repeat=1)

  Flatten selected faces

  Parameters: | factor (float in [-10, 10], (optional)) – Factor repeat (int in [1, 10000], (optional)) – Iterations

`bpy.ops.mesh.``face_split_by_edges`()

  Split faces by loose edges

`bpy.ops.mesh.``faces_mirror_uv`(direction='POSITIVE', precision=3)

  Copy mirror UV coordinates on the X axis based on a mirrored mesh

  Parameters: | direction (enum in [‘POSITIVE’, ‘NEGATIVE’], (optional)) – Axis Direction precision (int in [1, 16], (optional)) – Precision, Tolerance for finding vertex duplicates
  File: | startup/bl_operators/mesh.py:52

`bpy.ops.mesh.``faces_select_linked_flat`(sharpness=0.0174533)

  Select linked faces by angle

  Parameters: | sharpness (float in [0.000174533, 3.14159], (optional)) – Sharpness

`bpy.ops.mesh.``faces_shade_flat`()

  Display faces flat

`bpy.ops.mesh.``faces_shade_smooth`()

  Display faces smooth (using vertex normals)

`bpy.ops.mesh.``fill`(use_beauty=True)

  Fill a selected edge loop with faces

  Parameters: | use_beauty (boolean, (optional)) – Beauty, Use best triangulation division

`bpy.ops.mesh.``fill_grid`(span=1, offset=0, use_interp_simple=False)

  Fill grid from two loops

  Parameters: | span (int in [1, 1000], (optional)) – Span, Number of sides (zero disables) offset (int in [-1000, 1000], (optional)) – Offset, Number of sides (zero disables) use_interp_simple (boolean, (optional)) – Simple Blending

`bpy.ops.mesh.``fill_holes`(sides=4)

  Fill in holes (boundary edge loops)

  Parameters: | sides (int in [0, 1000], (optional)) – Sides, Number of sides in hole required to fill (zero fills all holes)

`bpy.ops.mesh.``flip_normals`()

  Flip the direction of selected faces’ normals (and of their vertices)

`bpy.ops.mesh.``hide`(unselected=False)

  Hide (un)selected vertices, edges or faces

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

`bpy.ops.mesh.``inset`(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_edge_rail=False, thickness=0.01, depth=0.0, use_outset=False, use_select_inset=False, use_individual=False, use_interpolate=True)

  Inset new faces into selected faces

  Parameters: | use_boundary (boolean, (optional)) – Boundary, Inset face boundaries use_even_offset (boolean, (optional)) – Offset Even, Scale the offset to give more even thickness use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry use_edge_rail (boolean, (optional)) – Edge Rail, Inset the region along existing edges thickness (float in [0, inf], (optional)) – Thickness depth (float in [-inf, inf], (optional)) – Depth use_outset (boolean, (optional)) – Outset, Outset rather than inset use_select_inset (boolean, (optional)) – Select Outer, Select the new inset faces use_individual (boolean, (optional)) – Individual, Individual Face Inset use_interpolate (boolean, (optional)) – Interpolate, Blend face data across the inset

`bpy.ops.mesh.``intersect`(mode='SELECT_UNSELECT', use_separate=True, threshold=1e-06)

  Cut an intersection into faces

  Parameters: | mode (enum in [‘SELECT’, ‘SELECT_UNSELECT’], (optional)) – Source `SELECT` Self Intersect, Self intersect selected faces. `SELECT_UNSELECT` Selected/Unselected, Intersect selected with unselected faces. use_separate (boolean, (optional)) – Separate threshold (float in [0, 0.01], (optional)) – Merge threshold

`bpy.ops.mesh.``knife_project`(cut_through=False)

  Use other objects outlines & boundaries to project knife cuts

  Parameters: | cut_through (boolean, (optional)) – Cut through, Cut through all faces, not just visible ones

`bpy.ops.mesh.``knife_tool`(use_occlude_geometry=True, only_selected=False)

  Cut new topology

  Parameters: | use_occlude_geometry (boolean, (optional)) – Occlude Geometry, Only cut the front most geometry only_selected (boolean, (optional)) – Only Selected, Only cut selected geometry

`bpy.ops.mesh.``loop_multi_select`(ring=False)

  Select a loop of connected edges by connection type

  Parameters: | ring (boolean, (optional)) – Ring

`bpy.ops.mesh.``loop_select`(extend=False, deselect=False, toggle=False, ring=False)

  Select a loop of connected edges

  Parameters: | extend (boolean, (optional)) – Extend Select, Extend the selection deselect (boolean, (optional)) – Deselect, Remove from the selection toggle (boolean, (optional)) – Toggle Select, Toggle the selection ring (boolean, (optional)) – Select Ring, Select ring

`bpy.ops.mesh.``loop_to_region`(select_bigger=False)

  Select region of faces inside of a selected loop of edges

  Parameters: | select_bigger (boolean, (optional)) – Select Bigger, Select bigger regions instead of smaller ones

`bpy.ops.mesh.``loopcut`(number_cuts=1, smoothness=0.0, falloff='INVERSE_SQUARE', edge_index=-1, mesh_select_mode_init=(False, False, False))

  Add a new loop between existing loops

  Parameters: | number_cuts (int in [1, 1000000], (optional)) – Number of Cuts smoothness (float in [-1000, 1000], (optional)) – Smoothness, Smoothness factor falloff (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’], (optional)) – Falloff, Falloff type the feather `SMOOTH` Smooth, Smooth falloff. `SPHERE` Sphere, Spherical falloff. `ROOT` Root, Root falloff. `INVERSE_SQUARE` Inverse Square, Inverse Square falloff. `SHARP` Sharp, Sharp falloff. `LINEAR` Linear, Linear falloff. edge_index (int in [-1, inf], (optional)) – Edge Index

`bpy.ops.mesh.``loopcut_slide`(MESH_OT_loopcut=None, TRANSFORM_OT_edge_slide=None)

  Cut mesh loop and slide it

  Parameters: | MESH_OT_loopcut (`MESH_OT_loopcut`, (optional)) – Loop Cut, Add a new loop between existing loops TRANSFORM_OT_edge_slide (`TRANSFORM_OT_edge_slide`, (optional)) – Edge Slide, Slide an edge loop along a mesh

`bpy.ops.mesh.``mark_seam`(clear=False)

  (Un)mark selected edges as a seam

  Parameters: | clear (boolean, (optional)) – Clear

`bpy.ops.mesh.``mark_sharp`(clear=False, use_verts=False)

  (Un)mark selected edges as sharp

  Parameters: | clear (boolean, (optional)) – Clear use_verts (boolean, (optional)) – Vertices, Consider vertices instead of edges to select which edges to (un)tag as sharp

`bpy.ops.mesh.``merge`(type='CENTER', uvs=False)

  Merge selected vertices

  Parameters: | type (enum in [‘FIRST’, ‘LAST’, ‘CENTER’, ‘CURSOR’, ‘COLLAPSE’], (optional)) – Type, Merge method to use uvs (boolean, (optional)) – UVs, Move UVs according to merge

`bpy.ops.mesh.``noise`(factor=0.1)

  Use vertex coordinate as texture coordinate

  Parameters: | factor (float in [-10000, 10000], (optional)) – Factor

`bpy.ops.mesh.``normals_make_consistent`(inside=False)

  Make face and vertex normals point either outside or inside the mesh

  Parameters: | inside (boolean, (optional)) – Inside

`bpy.ops.mesh.``offset_edge_loops`(use_cap_endpoint=False)

  Create offset edge loop from the current selection

  Parameters: | use_cap_endpoint (boolean, (optional)) – Cap Endpoint, Extend loop around end-points

`bpy.ops.mesh.``offset_edge_loops_slide`(MESH_OT_offset_edge_loops=None, TRANSFORM_OT_edge_slide=None)

  Offset edge loop slide

  Parameters: | MESH_OT_offset_edge_loops (`MESH_OT_offset_edge_loops`, (optional)) – Offset Edge Loop, Create offset edge loop from the current selection TRANSFORM_OT_edge_slide (`TRANSFORM_OT_edge_slide`, (optional)) – Edge Slide, Slide an edge loop along a mesh

`bpy.ops.mesh.``poke`(offset=0.0, use_relative_offset=False, center_mode='MEAN_WEIGHTED')

  Split a face into a fan

  Parameters: | offset (float in [-1000, 1000], (optional)) – Poke Offset, Poke Offset use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry center_mode (enum in [‘MEAN_WEIGHTED’, ‘MEAN’, ‘BOUNDS’], (optional)) – Poke Center, Poke Face Center Calculation `MEAN_WEIGHTED` Weighted Mean, Weighted Mean Face Center. `MEAN` Mean, Mean Face Center. `BOUNDS` Bounds, Face Bounds Center.

`bpy.ops.mesh.``primitive_circle_add`(vertices=32, radius=1.0, fill_type='NOTHING', 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))

  Construct a circle mesh

  Parameters: | vertices (int in [3, 10000000], (optional)) – Vertices radius (float in [0, inf], (optional)) – Radius fill_type (enum in [‘NOTHING’, ‘NGON’, ‘TRIFAN’], (optional)) – Fill Type `NOTHING` Nothing, Don’t fill at all. `NGON` Ngon, Use ngons. `TRIFAN` Triangle Fan, Use triangle fans. 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.mesh.``primitive_cone_add`(vertices=32, radius1=1.0, radius2=0.0, depth=2.0, end_fill_type='NGON', 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))

  Construct a conic mesh

  Parameters: | vertices (int in [3, 10000000], (optional)) – Vertices radius1 (float in [0, inf], (optional)) – Radius 1 radius2 (float in [0, inf], (optional)) – Radius 2 depth (float in [0, inf], (optional)) – Depth end_fill_type (enum in [‘NOTHING’, ‘NGON’, ‘TRIFAN’], (optional)) – Base Fill Type `NOTHING` Nothing, Don’t fill at all. `NGON` Ngon, Use ngons. `TRIFAN` Triangle Fan, Use triangle fans. 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.mesh.``primitive_cube_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))

  Construct a cube mesh

  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.mesh.``primitive_cylinder_add`(vertices=32, radius=1.0, depth=2.0, end_fill_type='NGON', 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))

  Construct a cylinder mesh

  Parameters: | vertices (int in [3, 10000000], (optional)) – Vertices radius (float in [0, inf], (optional)) – Radius depth (float in [0, inf], (optional)) – Depth end_fill_type (enum in [‘NOTHING’, ‘NGON’, ‘TRIFAN’], (optional)) – Cap Fill Type `NOTHING` Nothing, Don’t fill at all. `NGON` Ngon, Use ngons. `TRIFAN` Triangle Fan, Use triangle fans. 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.mesh.``primitive_grid_add`(x_subdivisions=10, y_subdivisions=10, 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))

  Construct a grid mesh

  Parameters: | x_subdivisions (int in [2, 10000000], (optional)) – X Subdivisions y_subdivisions (int in [2, 10000000], (optional)) – Y Subdivisions 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.mesh.``primitive_ico_sphere_add`(subdivisions=2, size=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))

  Construct an Icosphere mesh

  Parameters: | subdivisions (int in [1, 10], (optional)) – Subdivisions size (float in [0, inf], (optional)) – Size 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.mesh.``primitive_monkey_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))

  Construct a Suzanne mesh

  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.mesh.``primitive_plane_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))

  Construct a filled planar mesh with 4 vertices

  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.mesh.``primitive_torus_add`(rotation=(0.0, 0.0, 0.0), view_align=False, location=(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), major_segments=48, minor_segments=12, mode='MAJOR_MINOR', major_radius=1.0, minor_radius=0.25, abso_major_rad=1.25, abso_minor_rad=0.75)

  Add a torus mesh

  Parameters: | rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation view_align (boolean, (optional)) – Align to View location (float array of 3 items in [-inf, inf], (optional)) – Location layers (boolean array of 20 items, (optional)) – Layers major_segments (int in [3, 256], (optional)) – Major Segments, Number of segments for the main ring of the torus minor_segments (int in [3, 256], (optional)) – Minor Segments, Number of segments for the minor ring of the torus mode (enum in [‘MAJOR_MINOR’, ‘EXT_INT’], (optional)) – Torus Dimensions `MAJOR_MINOR` Major/Minor, Use the major/minor radii for torus dimensions. `EXT_INT` Exterior/Interior, Use the exterior/interior radii for torus dimensions. major_radius (float in [0.01, 100], (optional)) – Major Radius, Radius from the origin to the center of the cross sections minor_radius (float in [0.01, 100], (optional)) – Minor Radius, Radius of the torus’ cross section abso_major_rad (float in [0.01, 100], (optional)) – Exterior Radius, Total Exterior Radius of the torus abso_minor_rad (float in [0.01, 100], (optional)) – Interior Radius, Total Interior Radius of the torus
  File: | startup/bl_operators/add_mesh_torus.py:195

`bpy.ops.mesh.``primitive_uv_sphere_add`(segments=32, ring_count=16, size=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))

  Construct a UV sphere mesh

  Parameters: | segments (int in [3, 100000], (optional)) – Segments ring_count (int in [3, 100000], (optional)) – Rings size (float in [0, inf], (optional)) – Size 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.mesh.``quads_convert_to_tris`(quad_method='BEAUTY', ngon_method='BEAUTY')

  Triangulate selected faces

  Parameters: | quad_method (enum in [‘BEAUTY’, ‘FIXED’, ‘FIXED_ALTERNATE’, ‘SHORTEST_DIAGONAL’], (optional)) – Quad Method, Method for splitting the quads into triangles `BEAUTY` Beauty , Split the quads in nice triangles, slower method. `FIXED` Fixed, Split the quads on the first and third vertices. `FIXED_ALTERNATE` Fixed Alternate, Split the quads on the 2nd and 4th vertices. `SHORTEST_DIAGONAL` Shortest Diagonal, Split the quads based on the distance between the vertices. ngon_method (enum in [‘BEAUTY’, ‘CLIP’], (optional)) – Polygon Method, Method for splitting the polygons into triangles `BEAUTY` Beauty, Arrange the new triangles evenly (slow). `CLIP` Clip, Split the polygons with an ear clipping algorithm.

`bpy.ops.mesh.``region_to_loop`()

  Select boundary edges around the selected faces

`bpy.ops.mesh.``remove_doubles`(threshold=0.0001, use_unselected=False)

  Remove duplicate vertices

  Parameters: | threshold (float in [1e-06, 50], (optional)) – Merge Distance, Minimum distance between elements to merge use_unselected (boolean, (optional)) – Unselected, Merge selected to other unselected vertices

`bpy.ops.mesh.``reveal`()

  Reveal all hidden vertices, edges and faces

`bpy.ops.mesh.``rip`(mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, release_confirm=False, use_fill=False)

  Disconnect vertex or edges from connected geometry

  Parameters: | mirror (boolean, (optional)) – Mirror Editing proportional (enum in [‘DISABLED’, ‘ENABLED’, ‘PROJECTED’, ‘CONNECTED’], (optional)) – Proportional Editing `DISABLED` Disable, Proportional Editing disabled. `ENABLED` Enable, Proportional Editing enabled. `PROJECTED` Projected (2D), Proportional Editing using screen space locations. `CONNECTED` Connected, Proportional Editing using connected geometry only. proportional_edit_falloff (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’, ‘CONSTANT’, ‘RANDOM’], (optional)) – Proportional Editing Falloff, Falloff type for proportional editing mode `SMOOTH` Smooth, Smooth falloff. `SPHERE` Sphere, Spherical falloff. `ROOT` Root, Root falloff. `INVERSE_SQUARE` Inverse Square, Inverse Square falloff. `SHARP` Sharp, Sharp falloff. `LINEAR` Linear, Linear falloff. `CONSTANT` Constant, Constant falloff. `RANDOM` Random, Random falloff. proportional_size (float in [1e-05, inf], (optional)) – Proportional Size release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button use_fill (boolean, (optional)) – Fill, Fill the ripped region

`bpy.ops.mesh.``rip_edge`(mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, release_confirm=False)

  Extend vertices along the edge closest to the cursor

  Parameters: | mirror (boolean, (optional)) – Mirror Editing proportional (enum in [‘DISABLED’, ‘ENABLED’, ‘PROJECTED’, ‘CONNECTED’], (optional)) – Proportional Editing `DISABLED` Disable, Proportional Editing disabled. `ENABLED` Enable, Proportional Editing enabled. `PROJECTED` Projected (2D), Proportional Editing using screen space locations. `CONNECTED` Connected, Proportional Editing using connected geometry only. proportional_edit_falloff (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’, ‘CONSTANT’, ‘RANDOM’], (optional)) – Proportional Editing Falloff, Falloff type for proportional editing mode `SMOOTH` Smooth, Smooth falloff. `SPHERE` Sphere, Spherical falloff. `ROOT` Root, Root falloff. `INVERSE_SQUARE` Inverse Square, Inverse Square falloff. `SHARP` Sharp, Sharp falloff. `LINEAR` Linear, Linear falloff. `CONSTANT` Constant, Constant falloff. `RANDOM` Random, Random falloff. proportional_size (float in [1e-05, inf], (optional)) – Proportional Size release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button

`bpy.ops.mesh.``rip_edge_move`(MESH_OT_rip_edge=None, TRANSFORM_OT_translate=None)

  Extend vertices and move the result

  Parameters: | MESH_OT_rip_edge (`MESH_OT_rip_edge`, (optional)) – Extend Vertices, Extend vertices along the edge closest to the cursor TRANSFORM_OT_translate (`TRANSFORM_OT_translate`, (optional)) – Translate, Translate (move) selected items

`bpy.ops.mesh.``rip_move`(MESH_OT_rip=None, TRANSFORM_OT_translate=None)

  Rip polygons and move the result

  Parameters: | MESH_OT_rip (`MESH_OT_rip`, (optional)) – Rip, Disconnect vertex or edges from connected geometry TRANSFORM_OT_translate (`TRANSFORM_OT_translate`, (optional)) – Translate, Translate (move) selected items

`bpy.ops.mesh.``rip_move_fill`(MESH_OT_rip=None, TRANSFORM_OT_translate=None)

  Rip-fill polygons and move the result

  Parameters: | MESH_OT_rip (`MESH_OT_rip`, (optional)) – Rip, Disconnect vertex or edges from connected geometry TRANSFORM_OT_translate (`TRANSFORM_OT_translate`, (optional)) – Translate, Translate (move) selected items

`bpy.ops.mesh.``screw`(steps=9, turns=1, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 0.0))

  Extrude selected vertices in screw-shaped rotation around the cursor in indicated viewport

  Parameters: | steps (int in [1, 100000], (optional)) – Steps, Steps turns (int in [1, 100000], (optional)) – Turns, Turns center (float array of 3 items in [-inf, inf], (optional)) – Center, Center in global view space axis (float array of 3 items in [-1, 1], (optional)) – Axis, Axis in global view space

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

  (De)select all vertices, edges or faces

  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.mesh.``select_axis`(mode='POSITIVE', axis='X_AXIS', threshold=0.0001)

  Select all data in the mesh on a single axis

  Parameters: | mode (enum in [‘POSITIVE’, ‘NEGATIVE’, ‘ALIGNED’], (optional)) – Axis Mode, Axis side to use when selecting axis (enum in [‘X_AXIS’, ‘Y_AXIS’, ‘Z_AXIS’], (optional)) – Axis, Select the axis to compare each vertex on threshold (float in [1e-06, 50], (optional)) – Threshold

`bpy.ops.mesh.``select_face_by_sides`(number=4, type='EQUAL', extend=True)

  Select vertices or faces by the number of polygon sides

  Parameters: | number (int in [3, inf], (optional)) – Number of Vertices type (enum in [‘LESS’, ‘EQUAL’, ‘GREATER’, ‘NOTEQUAL’], (optional)) – Type, Type of comparison to make extend (boolean, (optional)) – Extend, Extend the selection

`bpy.ops.mesh.``select_interior_faces`()

  Select faces where all edges have more than 2 face users

`bpy.ops.mesh.``select_less`(use_face_step=True)

  Deselect vertices, edges or faces at the boundary of each selection region

  Parameters: | use_face_step (boolean, (optional)) – Face Step, Connected faces (instead of edges)

`bpy.ops.mesh.``select_linked`(delimit={'SEAM'})

  Select all vertices linked to the active mesh

  Parameters: | delimit (enum set in {‘NORMAL’, ‘MATERIAL’, ‘SEAM’, ‘SHARP’, ‘UV’}, (optional)) – Delimit, Delimit selected region `NORMAL` Normal, Delimit by face directions. `MATERIAL` Material, Delimit by face material. `SEAM` Seam, Delimit by edge seams. `SHARP` Sharp, Delimit by sharp edges. `UV` UVs, Delimit by UV coordinates.

`bpy.ops.mesh.``select_linked_pick`(deselect=False, delimit={'SEAM'}, index=-1)

  (De)select all vertices linked to the edge under the mouse cursor

  Parameters: | deselect (boolean, (optional)) – Deselect delimit (enum set in {‘NORMAL’, ‘MATERIAL’, ‘SEAM’, ‘SHARP’, ‘UV’}, (optional)) – Delimit, Delimit selected region `NORMAL` Normal, Delimit by face directions. `MATERIAL` Material, Delimit by face material. `SEAM` Seam, Delimit by edge seams. `SHARP` Sharp, Delimit by sharp edges. `UV` UVs, Delimit by UV coordinates.

`bpy.ops.mesh.``select_loose`(extend=False)

  Select loose geometry based on the selection mode

  Parameters: | extend (boolean, (optional)) – Extend, Extend the selection

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

  Select mesh items at mirrored locations

  Parameters: | extend (boolean, (optional)) – Extend, Extend the existing selection

`bpy.ops.mesh.``select_mode`(use_extend=False, use_expand=False, type='VERT', action='TOGGLE')

  Change selection mode

  Parameters: | use_extend (boolean, (optional)) – Extend use_expand (boolean, (optional)) – Expand type (enum in [‘VERT’, ‘EDGE’, ‘FACE’], (optional)) – Type action (enum in [‘DISABLE’, ‘ENABLE’, ‘TOGGLE’], (optional)) – Action, Selection action to execute `DISABLE` Disable, Disable selected markers. `ENABLE` Enable, Enable selected markers. `TOGGLE` Toggle, Toggle disabled flag for selected markers.

`bpy.ops.mesh.``select_more`(use_face_step=True)

  Select more vertices, edges or faces connected to initial selection

  Parameters: | use_face_step (boolean, (optional)) – Face Step, Connected faces (instead of edges)

`bpy.ops.mesh.``select_next_loop`()

  Select next edge loop adjacent to a selected loop

`bpy.ops.mesh.``select_non_manifold`(extend=True, use_wire=True, use_boundary=True, use_multi_face=True, use_non_contiguous=True, use_verts=True)

  Select all non-manifold vertices or edges

  Parameters: | extend (boolean, (optional)) – Extend, Extend the selection use_wire (boolean, (optional)) – Wire, Wire edges use_boundary (boolean, (optional)) – Boundaries, Boundary edges use_multi_face (boolean, (optional)) – Multiple Faces, Edges shared by 3+ faces use_non_contiguous (boolean, (optional)) – Non Contiguous, Edges between faces pointing in alternate directions use_verts (boolean, (optional)) – Vertices, Vertices connecting multiple face regions

`bpy.ops.mesh.``select_nth`(nth=2, skip=1, offset=0)

  Deselect every Nth element starting from the active vertex, edge or face

  Parameters: | nth (int in [2, inf], (optional)) – Nth Selection skip (int in [1, inf], (optional)) – Skip offset (int in [-inf, inf], (optional)) – Offset

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

  Randomly select vertices

  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.mesh.``select_similar`(type='NORMAL', compare='EQUAL', threshold=0.0)

  Select similar vertices, edges or faces by property types

  Parameters: | type (enum in [‘NORMAL’, ‘FACE’, ‘VGROUP’, ‘EDGE’, ‘LENGTH’, ‘DIR’, ‘FACE’, ‘FACE_ANGLE’, ‘CREASE’, ‘BEVEL’, ‘SEAM’, ‘SHARP’, ‘MATERIAL’, ‘IMAGE’, ‘AREA’, ‘SIDES’, ‘PERIMETER’, ‘NORMAL’, ‘COPLANAR’, ‘SMOOTH’], (optional)) – Type compare (enum in [‘EQUAL’, ‘GREATER’, ‘LESS’], (optional)) – Compare threshold (float in [0, 1], (optional)) – Threshold

`bpy.ops.mesh.``select_similar_region`()

  Select similar face regions to the current selection

`bpy.ops.mesh.``select_ungrouped`(extend=False)

  Select vertices without a group

  Parameters: | extend (boolean, (optional)) – Extend, Extend the selection

`bpy.ops.mesh.``separate`(type='SELECTED')

  Separate selected geometry into a new mesh

  Parameters: | type (enum in [‘SELECTED’, ‘MATERIAL’, ‘LOOSE’], (optional)) – Type

`bpy.ops.mesh.``shape_propagate_to_all`()

  Apply selected vertex locations to all other shape keys

`bpy.ops.mesh.``shortest_path_pick`(extend=False)

  Select shortest path between two selections

  Parameters: | extend (boolean, (optional)) – Extend, Extend the selection

`bpy.ops.mesh.``shortest_path_select`(use_length=True)

  Selected vertex path between two vertices

  Parameters: | use_length (boolean, (optional)) – Length, Use length when measuring distance

`bpy.ops.mesh.``solidify`(thickness=0.01)

  Create a solid skin by extruding, compensating for sharp angles

  Parameters: | thickness (float in [-10000, 10000], (optional)) – Thickness

`bpy.ops.mesh.``sort_elements`(type='VIEW_ZAXIS', elements={'VERT'}, reverse=False, seed=0)

  The order of selected vertices/edges/faces is modified, based on a given method

  Parameters: | type (enum in [‘VIEW_ZAXIS’, ‘VIEW_XAXIS’, ‘CURSOR_DISTANCE’, ‘MATERIAL’, ‘SELECTED’, ‘RANDOMIZE’, ‘REVERSE’], (optional)) – Type, Type of re-ordering operation to apply `VIEW_ZAXIS` View Z Axis, Sort selected elements from farthest to nearest one in current view. `VIEW_XAXIS` View X Axis, Sort selected elements from left to right one in current view. `CURSOR_DISTANCE` Cursor Distance, Sort selected elements from nearest to farthest from 3D cursor. `MATERIAL` Material, Sort selected elements from smallest to greatest material index (faces only!). `SELECTED` Selected, Move all selected elements in first places, preserving their relative order (WARNING: this will affect unselected elements’ indices as well!). `RANDOMIZE` Randomize, Randomize order of selected elements. `REVERSE` Reverse, Reverse current order of selected elements. elements (enum set in {‘VERT’, ‘EDGE’, ‘FACE’}, (optional)) – Elements, Which elements to affect (vertices, edges and/or faces) reverse (boolean, (optional)) – Reverse, Reverse the sorting effect seed (int in [0, inf], (optional)) – Seed, Seed for random-based operations

`bpy.ops.mesh.``spin`(steps=9, dupli=False, angle=1.5708, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 0.0))

  Extrude selected vertices in a circle around the cursor in indicated viewport

  Parameters: | steps (int in [0, 1000000], (optional)) – Steps, Steps dupli (boolean, (optional)) – Dupli, Make Duplicates angle (float in [-inf, inf], (optional)) – Angle, Rotation for each step center (float array of 3 items in [-inf, inf], (optional)) – Center, Center in global view space axis (float array of 3 items in [-1, 1], (optional)) – Axis, Axis in global view space

`bpy.ops.mesh.``split`()

  Split off selected geometry from connected unselected geometry

`bpy.ops.mesh.``subdivide`(number_cuts=1, smoothness=0.0, quadtri=False, quadcorner='STRAIGHT_CUT', fractal=0.0, fractal_along_normal=0.0, seed=0)

  Subdivide selected edges

  Parameters: | number_cuts (int in [1, 100], (optional)) – Number of Cuts smoothness (float in [0, 1000], (optional)) – Smoothness, Smoothness factor quadtri (boolean, (optional)) – Quad/Tri Mode, Tries to prevent ngons quadcorner (enum in [‘INNERVERT’, ‘PATH’, ‘STRAIGHT_CUT’, ‘FAN’], (optional)) – Quad Corner Type, How to subdivide quad corners (anything other than Straight Cut will prevent ngons) fractal (float in [0, 1e+06], (optional)) – Fractal, Fractal randomness factor fractal_along_normal (float in [0, 1], (optional)) – Along Normal, Apply fractal displacement along normal only seed (int in [0, inf], (optional)) – Random Seed, Seed for the random number generator

`bpy.ops.mesh.``subdivide_edgering`(number_cuts=10, interpolation='PATH', smoothness=1.0, profile_shape_factor=0.0, profile_shape='SMOOTH')

  Undocumented

  Parameters: | number_cuts (int in [0, 1000], (optional)) – Number of Cuts interpolation (enum in [‘LINEAR’, ‘PATH’, ‘SURFACE’], (optional)) – Interpolation, Interpolation method smoothness (float in [0, 1000], (optional)) – Smoothness, Smoothness factor profile_shape_factor (float in [-1000, 1000], (optional)) – Profile Factor, How much intermediary new edges are shrunk/expanded profile_shape (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’], (optional)) – Profile Shape, Shape of the profile `SMOOTH` Smooth, Smooth falloff. `SPHERE` Sphere, Spherical falloff. `ROOT` Root, Root falloff. `INVERSE_SQUARE` Inverse Square, Inverse Square falloff. `SHARP` Sharp, Sharp falloff. `LINEAR` Linear, Linear falloff.

`bpy.ops.mesh.``symmetrize`(direction='NEGATIVE_X', threshold=0.0001)

  Enforce symmetry (both form and topological) across an axis

  Parameters: | direction (enum in [‘NEGATIVE_X’, ‘POSITIVE_X’, ‘NEGATIVE_Y’, ‘POSITIVE_Y’, ‘NEGATIVE_Z’, ‘POSITIVE_Z’], (optional)) – Direction, Which sides to copy from and to threshold (float in [0, 10], (optional)) – Threshold

`bpy.ops.mesh.``symmetry_snap`(direction='NEGATIVE_X', threshold=0.05, factor=0.5, use_center=True)

  Snap vertex pairs to their mirrored locations

  Parameters: | direction (enum in [‘NEGATIVE_X’, ‘POSITIVE_X’, ‘NEGATIVE_Y’, ‘POSITIVE_Y’, ‘NEGATIVE_Z’, ‘POSITIVE_Z’], (optional)) – Direction, Which sides to copy from and to threshold (float in [0, 10], (optional)) – Threshold factor (float in [0, 1], (optional)) – Factor use_center (boolean, (optional)) – Center, Snap mid verts to the axis center

`bpy.ops.mesh.``tris_convert_to_quads`(face_threshold=0.698132, shape_threshold=0.698132, uvs=False, vcols=False, seam=False, sharp=False, materials=False)

  Join triangles into quads

  Parameters: | face_threshold (float in [0, 3.14159], (optional)) – Max Face Angle, Face angle limit shape_threshold (float in [0, 3.14159], (optional)) – Max Shape Angle, Shape angle limit uvs (boolean, (optional)) – Compare UVs vcols (boolean, (optional)) – Compare VCols seam (boolean, (optional)) – Compare Seam sharp (boolean, (optional)) – Compare Sharp materials (boolean, (optional)) – Compare Materials

`bpy.ops.mesh.``unsubdivide`(iterations=2)

  UnSubdivide selected edges & faces

  Parameters: | iterations (int in [1, 1000], (optional)) – Iterations, Number of times to unsubdivide

`bpy.ops.mesh.``uv_texture_add`()

  Add UV Map

`bpy.ops.mesh.``uv_texture_remove`()

  Remove UV Map

`bpy.ops.mesh.``uvs_reverse`()

  Flip direction of UV coordinates inside faces

`bpy.ops.mesh.``uvs_rotate`(use_ccw=False)

  Rotate UV coordinates inside faces

  Parameters: | use_ccw (boolean, (optional)) – Counter Clockwise

`bpy.ops.mesh.``vert_connect`()

  Connect selected vertices of faces, splitting the face

`bpy.ops.mesh.``vert_connect_concave`()

  Make all faces convex

`bpy.ops.mesh.``vert_connect_nonplanar`(angle_limit=0.0872665)

  Split non-planar faces that exceed the angle threshold

  Parameters: | angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit

`bpy.ops.mesh.``vert_connect_path`()

  Connect vertices by their selection order, creating edges, splitting faces

`bpy.ops.mesh.``vertex_color_add`()

  Add vertex color layer

`bpy.ops.mesh.``vertex_color_remove`()

  Remove vertex color layer

`bpy.ops.mesh.``vertices_smooth`(factor=0.5, repeat=1, xaxis=True, yaxis=True, zaxis=True)

  Flatten angles of selected vertices

  Parameters: | factor (float in [-10, 10], (optional)) – Smoothing, Smoothing factor repeat (int in [1, 1000], (optional)) – Repeat, Number of times to smooth the mesh xaxis (boolean, (optional)) – X-Axis, Smooth along the X axis yaxis (boolean, (optional)) – Y-Axis, Smooth along the Y axis zaxis (boolean, (optional)) – Z-Axis, Smooth along the Z axis

`bpy.ops.mesh.``vertices_smooth_laplacian`(repeat=1, lambda_factor=5e-05, lambda_border=5e-05, use_x=True, use_y=True, use_z=True, preserve_volume=True)

  Laplacian smooth of selected vertices

  Parameters: | repeat (int in [1, 1000], (optional)) – Number of iterations to smooth the mesh lambda_factor (float in [1e-07, 1000], (optional)) – Lambda factor lambda_border (float in [1e-07, 1000], (optional)) – Lambda factor in border use_x (boolean, (optional)) – Smooth X Axis, Smooth object along X axis use_y (boolean, (optional)) – Smooth Y Axis, Smooth object along Y axis use_z (boolean, (optional)) – Smooth Z Axis, Smooth object along Z axis preserve_volume (boolean, (optional)) – Preserve Volume, Apply volume preservation after smooth

`bpy.ops.mesh.``wireframe`(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_replace=True, thickness=0.01, offset=0.01, use_crease=False, crease_weight=0.01)

  Create a solid wire-frame from faces

  Parameters: | use_boundary (boolean, (optional)) – Boundary, Inset face boundaries use_even_offset (boolean, (optional)) – Offset Even, Scale the offset to give more even thickness use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry use_replace (boolean, (optional)) – Replace, Remove original faces thickness (float in [0, 10000], (optional)) – Thickness offset (float in [0, 10000], (optional)) – Offset use_crease (boolean, (optional)) – Crease, Crease hub edges for improved subsurf crease_weight (float in [0, 1000], (optional)) – Crease weight