# Object(ID)

## Basic Object Operations Example

This script demonstrates basic operations on object like creating new object, placing it into scene, selecting it and making it active.

    import bpy
    from mathutils import Matrix

    scene = bpy.context.scene

    # Create new lamp datablock
    lamp_data = bpy.data.lamps.new(name="New Lamp", type='POINT')

    # Create new object with our lamp datablock
    lamp_object = bpy.data.objects.new(name="New Lamp", object_data=lamp_data)

    # Link lamp object to the scene so it'll appear in this scene
    scene.objects.link(lamp_object)

    # Place lamp to a specified location
    lamp_object.location = (5.0, 5.0, 5.0)

    # And finally select it make active
    lamp_object.select = True
    scene.objects.active = lamp_object

base classes — `bpy_struct`, `ID`

class `bpy.types.``Object`(ID)

  Object data-block defining an object in a scene

  `active_material`

    Active material being displayed

    Type: | `Material`

  `active_material_index`

    Index of active material slot

    Type: | int in [0, inf], default 0

  `active_shape_key`

    Current shape key

    Type: | `ShapeKey`, (readonly)

  `active_shape_key_index`

    Current shape key index

    Type: | int in [-32768, 32767], default 0

  `animation_data`

    Animation data for this data-block

    Type: | `AnimData`, (readonly)

  `animation_visualization`

    Animation data for this data-block

    Type: | `AnimViz`, (readonly, never None)

  `bound_box`

    Object’s bounding box in object-space coordinates, all values are -1.0 when not available

    Type: | float array of 24 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), (readonly)

  `collision`

    Settings for using the object as a collider in physics simulation

    Type: | `CollisionSettings`, (readonly)

  `color`

    Object color and alpha, used when faces have the ObColor mode enabled

    Type: | float array of 4 items in [0, inf], default (0.0, 0.0, 0.0, 0.0)

  `constraints`

    Constraints affecting the transformation of the object

    Type: | `ObjectConstraints` `bpy_prop_collection` of `Constraint`, (readonly)

  `cycles`

    Cycles object settings

    Type: | `CyclesObjectBlurSettings`, (readonly)

  `cycles_visibility`

    Cycles visibility settings

    Type: | `CyclesVisibilitySettings`, (readonly)

  `data`

    Object data

    Type: | `ID`

  `delta_location`

    Extra translation added to the location of the object

    Type: | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)

  `delta_rotation_euler`

    Extra rotation added to the rotation of the object (when using Euler rotations)

    Type: | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)

  `delta_rotation_quaternion`

    Extra rotation added to the rotation of the object (when using Quaternion rotations)

    Type: | float array of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0)

  `delta_scale`

    Extra scaling added to the scale of the object

    Type: | float array of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)

  `dimensions`

    Absolute bounding box dimensions of the object

    Type: | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)

  `draw_bounds_type`

    Object boundary display type

    - `BOX` Box, Draw bounds as box.
    - `SPHERE` Sphere, Draw bounds as sphere.
    - `CYLINDER` Cylinder, Draw bounds as cylinder.
    - `CONE` Cone, Draw bounds as cone.
    - `CAPSULE` Capsule, Draw bounds as capsule.

    Type: | enum in [‘BOX’, ‘SPHERE’, ‘CYLINDER’, ‘CONE’, ‘CAPSULE’], default ‘BOX’

  `draw_type`

    Maximum draw type to display object with in viewport

    - `BOUNDS` Bounds, Draw the bounds of the object.
    - `WIRE` Wire, Draw the object as a wireframe.
    - `SOLID` Solid, Draw the object as a solid (if solid drawing is enabled in the viewport).
    - `TEXTURED` Textured, Draw the object with textures (if textures are enabled in the viewport).

    Type: | enum in [‘BOUNDS’, ‘WIRE’, ‘SOLID’, ‘TEXTURED’], default ‘BOUNDS’

  `dupli_faces_scale`

    Scale the DupliFace objects

    Type: | float in [0.001, 10000], default 0.0

  `dupli_frames_end`

    End frame for DupliFrames

    Type: | int in [-300000, 300000], default 0

  `dupli_frames_off`

    Recurring frames to exclude from the Dupliframes

    Type: | int in [0, 300000], default 0

  `dupli_frames_on`

    Number of frames to use between DupOff frames

    Type: | int in [0, 300000], default 0

  `dupli_frames_start`

    Start frame for DupliFrames

    Type: | int in [-300000, 300000], default 0

  `dupli_group`

    Instance an existing group

    Type: | `Group`

  `dupli_list`

    Object duplis

    Type: | `bpy_prop_collection` of `DupliObject`, (readonly)

  `dupli_type`

    If not None, object duplication method to use

    - `NONE` None.
    - `FRAMES` Frames, Make copy of object for every frame.
    - `VERTS` Verts, Duplicate child objects on all vertices.
    - `FACES` Faces, Duplicate child objects on all faces.
    - `GROUP` Group, Enable group instancing.

    Type: | enum in [‘NONE’, ‘FRAMES’, ‘VERTS’, ‘FACES’, ‘GROUP’], default ‘NONE’

  `empty_draw_size`

    Size of display for empties in the viewport

    Type: | float in [0.0001, 1000], default 0.0

  `empty_draw_type`

    Viewport display style for empties

    Type: | enum in [‘PLAIN_AXES’, ‘ARROWS’, ‘SINGLE_ARROW’, ‘CIRCLE’, ‘CUBE’, ‘SPHERE’, ‘CONE’, ‘IMAGE’], default ‘PLAIN_AXES’

  `empty_image_offset`

    Origin offset distance

    Type: | float array of 2 items in [-inf, inf], default (0.0, 0.0)

  `field`

    Settings for using the object as a field in physics simulation

    Type: | `FieldSettings`, (readonly)

  `game`

    Game engine related settings for the object

    Type: | `GameObjectSettings`, (readonly, never None)

  `grease_pencil`

    Grease Pencil data-block

    Type: | `GreasePencil`

  `hide`

    Restrict visibility in the viewport

    Type: | boolean, default False

  `hide_render`

    Restrict renderability

    Type: | boolean, default False

  `hide_select`

    Restrict selection in the viewport

    Type: | boolean, default False

  `image_user`

    Parameters defining which layer, pass and frame of the image is displayed

    Type: | `ImageUser`, (readonly, never None)

  `is_duplicator`

    Type: | boolean, default False, (readonly)

  `layers`

    Layers the object is on

    Type: | boolean array of 20 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `layers_local_view`

    3D local view layers the object is on

    Type: | boolean array of 8 items, default (False, False, False, False, False, False, False, False), (readonly)

  `location`

    Location of the object

    Type: | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)

  `lock_location`

    Lock editing of location in the interface

    Type: | boolean array of 3 items, default (False, False, False)

  `lock_rotation`

    Lock editing of rotation in the interface

    Type: | boolean array of 3 items, default (False, False, False)

  `lock_rotation_w`

    Lock editing of ‘angle’ component of four-component rotations in the interface

    Type: | boolean, default False

  `lock_rotations_4d`

    Lock editing of four component rotations by components (instead of as Eulers)

    Type: | boolean, default False

  `lock_scale`

    Lock editing of scale in the interface

    Type: | boolean array of 3 items, default (False, False, False)

  `lod_levels`

    A collection of detail levels to automatically switch between

    Type: | `bpy_prop_collection` of `LodLevel`, (readonly)

  `material_slots`

    Material slots in the object

    Type: | `bpy_prop_collection` of `MaterialSlot`, (readonly)

  `matrix_basis`

    Matrix access to location, rotation and scale (including deltas), before constraints and parenting are applied

    Type: | float array of 16 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)

  `matrix_local`

    Parent relative transformation matrix - WARNING: Only takes into account ‘Object’ parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent bone

    Type: | float array of 16 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)

  `matrix_parent_inverse`

    Inverse of object’s parent matrix at time of parenting

    Type: | float array of 16 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)

  `matrix_world`

    Worldspace transformation matrix

    Type: | float array of 16 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)

  `mode`

    Object interaction mode

    Type: | enum in [‘OBJECT’, ‘EDIT’, ‘POSE’, ‘SCULPT’, ‘VERTEX_PAINT’, ‘WEIGHT_PAINT’, ‘TEXTURE_PAINT’, ‘PARTICLE_EDIT’], default ‘OBJECT’, (readonly)

  `modifiers`

    Modifiers affecting the geometric data of the object

    Type: | `ObjectModifiers` `bpy_prop_collection` of `Modifier`, (readonly)

  `motion_path`

    Motion Path for this element

    Type: | `MotionPath`, (readonly)

  `parent`

    Parent Object

    Type: | `Object`

  `parent_bone`

    Name of parent bone in case of a bone parenting relation

    Type: | string, default “”, (never None)

  `parent_type`

    Type of parent relation

    - `OBJECT` Object, The object is parented to an object.
    - `ARMATURE` Armature.
    - `LATTICE` Lattice, The object is parented to a lattice.
    - `VERTEX` Vertex, The object is parented to a vertex.
    - `VERTEX_3` 3 Vertices.
    - `BONE` Bone, The object is parented to a bone.

    Type: | enum in [‘OBJECT’, ‘ARMATURE’, ‘LATTICE’, ‘VERTEX’, ‘VERTEX_3’, ‘BONE’], default ‘OBJECT’

  `parent_vertices`

    Indices of vertices in case of a vertex parenting relation

    Type: | int array of 3 items in [0, inf], default (0, 0, 0)

  `particle_systems`

    Particle systems emitted from the object

    Type: | `ParticleSystems` `bpy_prop_collection` of `ParticleSystem`, (readonly)

  `pass_index`

    Index number for the IndexOB render pass

    Type: | int in [0, 32767], default 0

  `pose`

    Current pose for armatures

    Type: | `Pose`, (readonly)

  `pose_library`

    Action used as a pose library for armatures

    Type: | `Action`

  `proxy`

    Library object this proxy object controls

    Type: | `Object`, (readonly)

  `proxy_group`

    Library group duplicator object this proxy object controls

    Type: | `Object`, (readonly)

  `rigid_body`

    Settings for rigid body simulation

    Type: | `RigidBodyObject`, (readonly)

  `rigid_body_constraint`

    Constraint constraining rigid bodies

    Type: | `RigidBodyConstraint`, (readonly)

  `rotation_axis_angle`

    Angle of Rotation for Axis-Angle rotation representation

    Type: | float array of 4 items in [-inf, inf], default (0.0, 0.0, 1.0, 0.0)

  `rotation_euler`

    Rotation in Eulers

    Type: | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)

  `rotation_mode`
    - `QUATERNION` Quaternion (WXYZ), No Gimbal Lock.
    - `XYZ` XYZ Euler, XYZ Rotation Order - prone to Gimbal Lock (default).
    - `XZY` XZY Euler, XZY Rotation Order - prone to Gimbal Lock.
    - `YXZ` YXZ Euler, YXZ Rotation Order - prone to Gimbal Lock.
    - `YZX` YZX Euler, YZX Rotation Order - prone to Gimbal Lock.
    - `ZXY` ZXY Euler, ZXY Rotation Order - prone to Gimbal Lock.
    - `ZYX` ZYX Euler, ZYX Rotation Order - prone to Gimbal Lock.
    - `AXIS_ANGLE` Axis Angle, Axis Angle (W+XYZ), defines a rotation around some axis defined by 3D-Vector.

    Type: | enum in [‘QUATERNION’, ‘XYZ’, ‘XZY’, ‘YXZ’, ‘YZX’, ‘ZXY’, ‘ZYX’, ‘AXIS_ANGLE’], default ‘QUATERNION’

  `rotation_quaternion`

    Rotation in Quaternions

    Type: | float array of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0)

  `scale`

    Scaling of the object

    Type: | float array of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)

  `select`

    Object selection state

    Type: | boolean, default False

  `show_all_edges`

    Display all edges for mesh objects

    Type: | boolean, default False

  `show_axis`

    Display the object’s origin and axes

    Type: | boolean, default False

  `show_bounds`

    Display the object’s bounds

    Type: | boolean, default False

  `show_name`

    Display the object’s name

    Type: | boolean, default False

  `show_only_shape_key`

    Always show the current Shape for this Object

    Type: | boolean, default False

  `show_texture_space`

    Display the object’s texture space

    Type: | boolean, default False

  `show_transparent`

    Display material transparency in the object (unsupported for duplicator drawing)

    Type: | boolean, default False

  `show_wire`

    Add the object’s wireframe over solid drawing

    Type: | boolean, default False

  `show_x_ray`

    Make the object draw in front of others (unsupported for duplicator drawing)

    Type: | boolean, default False

  `slow_parent_offset`

    Delay in the parent relationship

    Type: | float in [-300000, 300000], default 0.0

  `soft_body`

    Settings for soft body simulation

    Type: | `SoftBodySettings`, (readonly)

  `track_axis`

    Axis that points in ‘forward’ direction (applies to DupliFrame when parent ‘Follow’ is enabled)

    Type: | enum in [‘POS_X’, ‘POS_Y’, ‘POS_Z’, ‘NEG_X’, ‘NEG_Y’, ‘NEG_Z’], default ‘POS_X’

  `type`

    Type of Object

    Type: | enum in [‘MESH’, ‘CURVE’, ‘SURFACE’, ‘META’, ‘FONT’, ‘ARMATURE’, ‘LATTICE’, ‘EMPTY’, ‘CAMERA’, ‘LAMP’, ‘SPEAKER’], default ‘EMPTY’, (readonly)

  `up_axis`

    Axis that points in the upward direction (applies to DupliFrame when parent ‘Follow’ is enabled)

    Type: | enum in [‘X’, ‘Y’, ‘Z’], default ‘X’

  `use_dupli_faces_scale`

    Scale dupli based on face size

    Type: | boolean, default False

  `use_dupli_frames_speed`

    Set dupliframes to use the current frame instead of parent curve’s evaluation time

    Type: | boolean, default False

  `use_dupli_vertices_rotation`

    Rotate dupli according to vertex normal

    Type: | boolean, default False

  `use_dynamic_topology_sculpting`

    Type: | boolean, default False, (readonly)

  `use_extra_recalc_data`

    Refresh this object’s data again on frame changes, dependency graph hack

    Type: | boolean, default False

  `use_extra_recalc_object`

    Refresh this object again on frame changes, dependency graph hack

    Type: | boolean, default False

  `use_shape_key_edit_mode`

    Apply shape keys in edit mode (for Meshes only)

    Type: | boolean, default False

  `use_slow_parent`

    Create a delay in the parent relationship (beware: this isn’t renderfarm safe and may be invalid after jumping around the timeline)

    Type: | boolean, default False

  `vertex_groups`

    Vertex groups of the object

    Type: | `VertexGroups` `bpy_prop_collection` of `VertexGroup`, (readonly)

  `children`

    All the children of this object (readonly)

  `users_group`

    The groups this object is in (readonly)

  `users_scene`

    The scenes this object is in (readonly)

  `convert_space`(pose_bone=None, matrix=(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), from_space='WORLD', to_space='WORLD')

    Convert (transform) the given matrix from one space to another

    Parameters: | pose_bone (`PoseBone`, (optional)) – Bone to use to define spaces (may be None, in which case only the two ‘WORLD’ and ‘LOCAL’ spaces are usable) matrix (float array of 16 items in [-inf, inf], (optional)) – The matrix to transform from_space (enum in [‘WORLD’, ‘POSE’, ‘LOCAL_WITH_PARENT’, ‘LOCAL’], (optional)) – The space in which ‘matrix’ is currently `WORLD` World Space, The most gobal space in Blender. `POSE` Pose Space, The pose space of a bone (its armature’s object space). `LOCAL_WITH_PARENT` Local With Parent, The local space of a bone’s parent bone. `LOCAL` Local Space, The local space of an object/bone. to_space (enum in [‘WORLD’, ‘POSE’, ‘LOCAL_WITH_PARENT’, ‘LOCAL’], (optional)) – The space to which you want to transform ‘matrix’ `WORLD` World Space, The most gobal space in Blender. `POSE` Pose Space, The pose space of a bone (its armature’s object space). `LOCAL_WITH_PARENT` Local With Parent, The local space of a bone’s parent bone. `LOCAL` Local Space, The local space of an object/bone.
    Returns: | The transformed matrix
    Return type: | float array of 16 items in [-inf, inf]

  `calc_matrix_camera`(x=1, y=1, scale_x=1.0, scale_y=1.0)

    Generate the camera projection matrix of this object (mostly useful for Camera and Lamp types)

    Parameters: | x (int in [0, inf], (optional)) – Width of the render area y (int in [0, inf], (optional)) – Height of the render area scale_x (float in [1e-06, inf], (optional)) – Width scaling factor scale_y (float in [1e-06, inf], (optional)) – height scaling factor
    Returns: | The camera projection matrix
    Return type: | float array of 16 items in [-inf, inf]

  `camera_fit_coords`(scene, coordinates)

    Compute the coordinate (and scale for ortho cameras) given object should be to ‘see’ all given coordinates

    Parameters: | scene (`Scene`) – Scene to get render size information from, if available coordinates (float array of 1 items in [-inf, inf], (never None)) – Coordinates to fit in
    Return (co_return, scale_return):
    | co_return, The location to aim to be able to see all given points, float array of 3 items in [-inf, inf] scale_return, The ortho scale to aim to be able to see all given points (if relevant), float in [-inf, inf]

  `to_mesh`(scene, apply_modifiers, settings, calc_tessface=True, calc_undeformed=False)

    Create a Mesh data-block with modifiers applied

    Parameters: | scene (`Scene`, (never None)) – Scene within which to evaluate modifiers apply_modifiers (boolean) – Apply modifiers settings (enum in [‘PREVIEW’, ‘RENDER’]) – Modifier settings to apply `PREVIEW` Preview, Apply modifier preview settings. `RENDER` Render, Apply modifier render settings. calc_tessface (boolean, (optional)) – Calculate Tessellation, Calculate tessellation faces calc_undeformed (boolean, (optional)) – Calculate Undeformed, Calculate undeformed vertex coordinates
    Returns: | Mesh created from object, remove it if it is only used for export
    Return type: | `Mesh`

  `dupli_list_create`(scene, settings='VIEWPORT')

    Create a list of dupli objects for this object, needs to be freed manually with free_dupli_list to restore the objects real matrix and layers

    Parameters: | scene (`Scene`, (never None)) – Scene within which to evaluate duplis settings (enum in [‘VIEWPORT’, ‘PREVIEW’, ‘RENDER’], (optional)) – Generate texture coordinates for rendering `VIEWPORT` Viewport, Generate duplis using viewport settings. `PREVIEW` Preview, Generate duplis using preview settings. `RENDER` Render, Generate duplis using render settings.

  `dupli_list_clear`()

    Free the list of dupli objects

  `find_armature`()

    Find armature influencing this object as a parent or via a modifier

    Returns: | Armature object influencing this object or NULL
    Return type: | `Object`

  `shape_key_add`(name="Key", from_mix=True)

    Add shape key to this object

    Parameters: | name (string, (optional, never None)) – Unique name for the new keyblock from_mix (boolean, (optional)) – Create new shape from existing mix of shapes
    Returns: | New shape keyblock
    Return type: | `ShapeKey`

  `shape_key_remove`(key)

    Remove a Shape Key from this object

    Parameters: | key (`ShapeKey`, (never None)) – Keyblock to be removed

  `ray_cast`(start, end)

    Cast a ray onto in object space

    Return (location, normal, index):
    | location, The hit location of this ray cast, float array of 3 items in [-inf, inf] normal, The face normal at the ray cast hit location, float array of 3 items in [-inf, inf] index, The face index, -1 when no intersection is found, int in [-inf, inf]

  `closest_point_on_mesh`(point, max_dist=1.84467e+19)

    Find the nearest point in object space

    Return (location, normal, index):
    | location, The location on the object closest to the point, float array of 3 items in [-inf, inf] normal, The face normal at the closest point, float array of 3 items in [-inf, inf] index, The face index, -1 when no closest point is found, int in [-inf, inf]

  `is_visible`(scene)

    Determine if object is visible in a given scene

    Returns: | Object visibility
    Return type: | boolean

  `is_modified`(scene, settings)

    Determine if this object is modified from the base mesh data

    Parameters: | settings (enum in [‘PREVIEW’, ‘RENDER’]) – Modifier settings to apply `PREVIEW` Preview, Apply modifier preview settings. `RENDER` Render, Apply modifier render settings.
    Returns: | Object visibility
    Return type: | boolean

  `is_deform_modified`(scene, settings)

    Determine if this object is modified by a deformation from the base mesh data

    Parameters: | settings (enum in [‘PREVIEW’, ‘RENDER’]) – Modifier settings to apply `PREVIEW` Preview, Apply modifier preview settings. `RENDER` Render, Apply modifier render settings.
    Returns: | Object visibility
    Return type: | boolean

  `update_from_editmode`()

    Load the objects edit-mode data intp the object data

    Returns: | Success
    Return type: | boolean

  `cache_release`()

    Release memory used by caches associated with this object. Intended to be used by render engines only

Inherited Properties

`bpy_struct.id_data` `ID.name` `ID.users` `ID.use_fake_user` `ID.tag` | `ID.is_updated` `ID.is_updated_data` `ID.is_library_indirect` `ID.library` `ID.preview`

Inherited Functions

`bpy_struct.as_pointer` `bpy_struct.driver_add` `bpy_struct.driver_remove` `bpy_struct.get` `bpy_struct.is_property_hidden` `bpy_struct.is_property_readonly` `bpy_struct.is_property_set` `bpy_struct.items` `bpy_struct.keyframe_delete` `bpy_struct.keyframe_insert` `bpy_struct.keys` | `bpy_struct.path_from_id` `bpy_struct.path_resolve` `bpy_struct.property_unset` `bpy_struct.type_recast` `bpy_struct.values` `ID.copy` `ID.user_clear` `ID.animation_data_create` `ID.animation_data_clear` `ID.update_tag`

References

`bpy.context.active_object` `bpy.context.edit_object` `bpy.context.image_paint_object` `bpy.context.object` `bpy.context.particle_edit_object` `bpy.context.sculpt_object` `bpy.context.selectable_objects` `bpy.context.selected_editable_objects` `bpy.context.selected_objects` `bpy.context.vertex_paint_object` `bpy.context.visible_objects` `bpy.context.weight_paint_object` `ActionConstraint.target` `ArmatureActuator.secondary_target` `ArmatureActuator.target` `ArmatureModifier.object` `ArrayModifier.curve` `ArrayModifier.end_cap` `ArrayModifier.offset_object` `ArrayModifier.start_cap` `BlendData.objects` `BlendDataMeshes.new_from_object` `BlendDataObjects.new` `BlendDataObjects.remove` `BoidRuleAvoid.object` `BoidRuleFollowLeader.object` `BoidRuleGoal.object` `BooleanModifier.object` `Camera.dof_object` `CameraActuator.object` `CastModifier.object` `ChildOfConstraint.target` `ClampToConstraint.target` `ConstraintTarget.target` `CopyLocationConstraint.target` `CopyRotationConstraint.target` `CopyScaleConstraint.target` `CopyTransformsConstraint.target` `Curve.bevel_object` `Curve.taper_object` `CurveModifier.object` `DampedTrackConstraint.target` `DataTransferModifier.object` `DisplaceModifier.texture_coords_object` `DupliObject.object` `DynamicPaintSurface.output_exists` `EditObjectActuator.object` `EditObjectActuator.track_object` `EnvironmentMap.viewpoint_object` `FieldSettings.source_object` `FloorConstraint.target` `FollowPathConstraint.target` `FollowTrackConstraint.camera` `FollowTrackConstraint.depth_object` `Group.objects` `GroupObjects.link` `GroupObjects.unlink` `HookModifier.object` `KinematicConstraint.pole_target` `KinematicConstraint.target` `LampTextureSlot.object` `LatticeModifier.object` `LimitDistanceConstraint.target` `LineStyleAlphaModifier_DistanceFromObject.target` `LineStyleColorModifier_DistanceFromObject.target` `LineStyleThicknessModifier_DistanceFromObject.target` `LockedTrackConstraint.target` `LodLevel.object` `MaskModifier.armature` `MaterialTextureSlot.object` `MeshDeformModifier.object` `MirrorModifier.mirror_object` `NormalEditModifier.target` `Object.find_armature` `Object.parent` | `Object.proxy` `Object.proxy_group` `ObjectActuator.reference_object` `ObjectBase.object` `ObjectSolverConstraint.camera` `OceanTexData.ocean_object` `ParentActuator.object` `ParticleEdit.object` `ParticleEdit.shape_object` `ParticleHairKey.co_object` `ParticleInstanceModifier.object` `ParticleSettings.billboard_object` `ParticleSettings.dupli_object` `ParticleSettingsTextureSlot.object` `ParticleSystem.co_hair` `ParticleSystem.parent` `ParticleSystem.reactor_target_object` `ParticleSystem.set_resolution` `ParticleTarget.object` `PivotConstraint.target` `PointDensity.object` `PoseBone.custom_shape` `PropertyActuator.object` `RenderEngine.bake` `RenderEngine.camera_model_matrix` `RenderEngine.camera_override` `RenderEngine.camera_shift_x` `RigidBodyConstraint.object1` `RigidBodyConstraint.object2` `RigidBodyJointConstraint.child` `RigidBodyJointConstraint.target` `RigidBodyWorld.convex_sweep_test` `Scene.camera` `Scene.objects` `Scene.ray_cast` `Scene.uvedit_aspect` `SceneActuator.camera` `SceneObjects.active` `SceneObjects.link` `SceneObjects.unlink` `SceneSequence.scene_camera` `ScrewModifier.object` `Sculpt.gravity_object` `ShaderNodeLampData.lamp_object` `ShaderNodeTexCoord.object` `ShaderNodeTexPointDensity.object` `ShrinkwrapConstraint.target` `ShrinkwrapModifier.auxiliary_target` `ShrinkwrapModifier.target` `SimpleDeformModifier.origin` `SpaceView3D.camera` `SpaceView3D.lock_object` `SplineIKConstraint.target` `SteeringActuator.navmesh` `SteeringActuator.target` `StretchToConstraint.target` `TextCurve.follow_curve` `TimelineMarker.camera` `ToolSettings.etch_template` `TrackToConstraint.target` `TransformConstraint.target` `UVProjector.object` `UVWarpModifier.object_from` `UVWarpModifier.object_to` `VertexWeightEditModifier.mask_tex_map_object` `VertexWeightMixModifier.mask_tex_map_object` `VertexWeightProximityModifier.mask_tex_map_object` `VertexWeightProximityModifier.target` `VoxelData.domain_object` `WarpModifier.object_from` `WarpModifier.object_to` `WarpModifier.texture_coords_object` `WaveModifier.start_position_object` `WaveModifier.texture_coords_object` `WorldTextureSlot.object`