Object Operators¶
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bpy.ops.object.
add
(radius=1.0, type='EMPTY', enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ 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', 'GPENCIL', 'CAMERA', 'LIGHT', 'SPEAKER', 'LIGHT_PROBE'], (optional)) – Type
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
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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
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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:, Side of object to use for alignment
- relative_to (enum in ['OPT_1', 'OPT_2', 'OPT_3', 'OPT_4'], (optional)) –
Relative To:, Reference location to align to
OPT_1
Scene Origin, Use the Scene Origin as the position for the selected objects to align to.OPT_2
3D Cursor, Use the 3D cursor as the position for the selected objects to align to.OPT_3
Selection, Use the selected objects as the position for the selected objects to align to.OPT_4
Active, Use the active object as the position for the selected objects to align to.
- align_axis (enum set in {'X', 'Y', 'Z'}, (optional)) – Align, Align to axis
File:
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bpy.ops.object.
anim_transforms_to_deltas
()¶ Convert object animation for normal transforms to delta transforms
File: startup/bl_operators/object.py:780
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bpy.ops.object.
armature_add
(radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ Add an armature object to the scene
Parameters: - radius (float in [0, inf], (optional)) – Radius
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
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bpy.ops.object.
assign_property_defaults
(process_data=True, process_bones=True)¶ Assign the current values of custom properties as their defaults, for use as part of the rest pose state in NLA track mixing
Parameters: - process_data (boolean, (optional)) – Process data properties
- process_bones (boolean, (optional)) – Process bone properties
File:
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bpy.ops.object.
bake
(type='COMBINED', pass_filter={}, 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', 'AO', 'SHADOW', 'NORMAL', 'UV', 'ROUGHNESS', 'EMIT', 'ENVIRONMENT', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE'], (optional)) – Type, Type of pass to bake, some of them may not be supported by the current render engine
- pass_filter (enum set in {'NONE', 'AO', 'EMIT', 'DIRECT', 'INDIRECT', 'COLOR', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE'}, (optional)) – Pass Filter, Filter to combined, diffuse, glossy, transmission and subsurface passes
- 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
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bpy.ops.object.
bake_image
()¶ Bake image textures of selected objects
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bpy.ops.object.
camera_add
(enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ Add a camera object to the scene
Parameters: - enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
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bpy.ops.object.
collection_add
()¶ Add an object to a new collection
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bpy.ops.object.
collection_instance_add
(name="Collection", collection='', align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ Add a collection instance
Parameters: - name (string, (optional, never None)) – Name, Collection name to add
- collection (enum in [], (optional)) – Collection
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
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bpy.ops.object.
collection_link
(collection='')¶ Add an object to an existing collection
Parameters: collection (enum in [], (optional)) – Collection
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bpy.ops.object.
collection_objects_select
()¶ Select all objects in collection
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bpy.ops.object.
collection_remove
()¶ Remove the active object from this collection
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bpy.ops.object.
collection_unlink
()¶ Unlink the collection from all objects
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bpy.ops.object.
constraint_add
(type='')¶ Add a constraint to the active object
Parameters: type (enum in [], (optional)) – Type
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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 [], (optional)) – Type
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bpy.ops.object.
constraints_clear
()¶ Clear all the constraints for the active Object only
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bpy.ops.object.
constraints_copy
()¶ Copy constraints to other selected objects
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bpy.ops.object.
convert
(target='MESH', keep_original=False)¶ Convert selected objects to another type
Parameters: - target (enum in ['CURVE', 'MESH', 'GPENCIL'], (optional)) – Target, Type of object to convert to
- keep_original (boolean, (optional)) – Keep Original, Keep original objects instead of replacing them
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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
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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)
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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).
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bpy.ops.object.
delete
(use_global=False, confirm=True)¶ Delete selected objects
Parameters: - use_global (boolean, (optional)) – Delete Globally, Remove object from all scenes
- confirm (boolean, (optional)) – Confirm, Prompt for confirmation
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bpy.ops.object.
drop_named_image
(filepath="", relative_path=True, name="", align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ 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
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
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bpy.ops.object.
drop_named_material
(name="Material")¶ Undocumented contribute <https://developer.blender.org/T51061>
Parameters: name (string, (optional, never None)) – Name, Material name to assign
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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', 'GPENCIL_OPACITY'], (optional)) – Mode
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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)) – Move, Move selected items
- OBJECT_OT_duplicate (
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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)) – Move, Move selected items
- OBJECT_OT_duplicate (
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bpy.ops.object.
duplicates_make_real
(use_base_parent=False, use_hierarchy=False)¶ Make instanced 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
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bpy.ops.object.
editmode_toggle
()¶ Toggle object’s editmode
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bpy.ops.object.
effector_add
(type='FORCE', radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ 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
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
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bpy.ops.object.
empty_add
(type='PLAIN_AXES', radius=1.0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ 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
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
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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
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bpy.ops.object.
face_map_add
()¶ Add a new face map to the active object
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bpy.ops.object.
face_map_assign
()¶ Assign faces to a face map
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bpy.ops.object.
face_map_deselect
()¶ Deselect faces belonging to a face map
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bpy.ops.object.
face_map_move
(direction='UP')¶ Move the active face map up/down in the list
Parameters: direction (enum in ['UP', 'DOWN'], (optional)) – Direction, Direction to move, UP or DOWN
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bpy.ops.object.
face_map_remove
()¶ Remove a face map from the active object
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bpy.ops.object.
face_map_remove_from
()¶ Remove faces from a face map
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bpy.ops.object.
face_map_select
()¶ Select faces belonging to a face map
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bpy.ops.object.
forcefield_toggle
()¶ Toggle object’s force field
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bpy.ops.object.
gpencil_add
(radius=1.0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), type='EMPTY')¶ Add a Grease Pencil object to the scene
Parameters: - radius (float in [0, inf], (optional)) – Radius
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
- type (enum in ['EMPTY', 'STROKE', 'MONKEY'], (optional)) –
Type
EMPTY
Blank, Create an empty grease pencil object.STROKE
Stroke, Create a simple stroke with basic colors.MONKEY
Monkey, Construct a Suzanne grease pencil object.
-
bpy.ops.object.
gpencil_modifier_add
(type='CURVE')¶ Add a procedural operation/effect to the active grease pencil object
Parameters: type (enum in ['DATA_TRANSFER', 'MESH_CACHE', 'MESH_SEQUENCE_CACHE', 'NORMAL_EDIT', 'WEIGHTED_NORMAL', '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', 'CURVE', 'DISPLACE', 'HOOK', 'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM', 'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH', 'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH', 'SURFACE_DEFORM', '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.MESH_SEQUENCE_CACHE
Mesh Sequence Cache.NORMAL_EDIT
Normal Edit.WEIGHTED_NORMAL
Weighted Normal.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.CURVE
Curve.DISPLACE
Displace.HOOK
Hook.LAPLACIANDEFORM
Laplacian Deform.LATTICE
Lattice.MESH_DEFORM
Mesh Deform.SHRINKWRAP
Shrinkwrap.SIMPLE_DEFORM
Simple Deform.SMOOTH
Smooth.CORRECTIVE_SMOOTH
Smooth Corrective.LAPLACIANSMOOTH
Smooth Laplacian.SURFACE_DEFORM
Surface Deform.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.
gpencil_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
- apply_as (enum in ['DATA', 'SHAPE'], (optional)) –
-
bpy.ops.object.
gpencil_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.
gpencil_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.
gpencil_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.
gpencil_modifier_remove
(modifier="")¶ Remove a modifier from the active grease pencil object
Parameters: modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
-
bpy.ops.object.
hide_collection
(collection_index=-1, toggle=False)¶ Show only objects in collection (Shift to extend)
Parameters: - collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to change visibility
- toggle (boolean, (optional)) – Toggle, Toggle visibility
-
bpy.ops.object.
hide_render_clear_all
()¶ Reveal all render objects by setting the hide render flag
File: startup/bl_operators/object.py:689
-
bpy.ops.object.
hide_view_clear
(select=True)¶ Reveal temporarily hidden objects
Parameters: select (boolean, (optional)) – Select
-
bpy.ops.object.
hide_view_set
(unselected=False)¶ Temporarily hide objects from the viewport
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.
instance_offset_from_cursor
()¶ Set offset used for collection instances based on cursor position
File: startup/bl_operators/object.py:869
-
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:669
-
bpy.ops.object.
join
()¶ Join selected objects into active object
-
bpy.ops.object.
join_shapes
()¶ Copy the current resulting shape of another selected object to this one
-
bpy.ops.object.
join_uvs
()¶ Transfer UV Maps from active to selected objects (needs matching geometry)
File: startup/bl_operators/object.py:583
-
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.
light_add
(type='POINT', radius=1.0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ Add a light object to the scene
Parameters: - type (enum in ['POINT', 'SUN', 'SPOT', 'AREA'], (optional)) –
Type
POINT
Point, Omnidirectional point light source.SUN
Sun, Constant direction parallel ray light source.SPOT
Spot, Directional cone light source.AREA
Area, Directional area light source.
- radius (float in [0, inf], (optional)) – Radius
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
- type (enum in ['POINT', 'SUN', 'SPOT', 'AREA'], (optional)) –
-
bpy.ops.object.
lightprobe_add
(type='CUBEMAP', radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ Add a light probe object
Parameters: - type (enum in ['CUBEMAP', 'PLANAR', 'GRID'], (optional)) –
Type
CUBEMAP
Reflection Cubemap, Reflection probe with spherical or cubic attenuation.PLANAR
Reflection Plane, Planar reflection probe.GRID
Irradiance Volume, Irradiance probe to capture diffuse indirect lighting.
- radius (float in [0, inf], (optional)) – Radius
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
- type (enum in ['CUBEMAP', 'PLANAR', 'GRID'], (optional)) –
-
bpy.ops.object.
link_to_collection
(collection_index=-1, is_new=False, new_collection_name="")¶ Link objects to a collection
Parameters: - collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to move to
- is_new (boolean, (optional)) – New, Move objects to a new collection
- new_collection_name (string, (optional, never None)) – Name, Name of the newly added collection
-
bpy.ops.object.
load_background_image
(filepath="", filter_image=True, filter_folder=True, view_align=True)¶ Add a reference image into the background behind objects
Parameters: - filepath (string, (optional, never None)) – filepath
- filter_image (boolean, (optional)) – filter_image
- filter_folder (boolean, (optional)) – filter_folder
- view_align (boolean, (optional)) – Align to view
File:
-
bpy.ops.object.
load_reference_image
(filepath="", filter_image=True, filter_folder=True, view_align=True)¶ Add a reference image into the scene between objects
Parameters: - filepath (string, (optional, never None)) – filepath
- filter_image (boolean, (optional)) – filter_image
- filter_folder (boolean, (optional)) – filter_folder
- view_align (boolean, (optional)) – Align to view
File:
-
bpy.ops.object.
location_clear
(clear_delta=False)¶ Clear the object’s location
Parameters: clear_delta (boolean, (optional)) – Clear Delta, Clear delta location in addition to clearing the normal location transform
-
bpy.ops.object.
make_dupli_face
()¶ Convert objects into instanced faces
File: startup/bl_operators/object.py:657
-
bpy.ops.object.
make_links_data
(type='OBDATA')¶ Apply active object links to other selected objects
Parameters: type (enum in ['OBDATA', 'MATERIAL', 'ANIMATION', 'GROUPS', 'DUPLICOLLECTION', '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 data-blocks local to this file
Parameters: type (enum in ['SELECT_OBJECT', 'SELECT_OBDATA', 'SELECT_OBDATA_MATERIAL', 'ALL'], (optional)) – Type
-
bpy.ops.object.
make_override_library
(object='DEFAULT')¶ Make a local override of this library linked data-block
Parameters: object (enum in ['DEFAULT'], (optional)) – Override Object, Name of lib-linked/collection object to make an override from
-
bpy.ops.object.
make_single_user
(type='SELECTED_OBJECTS', object=False, obdata=False, material=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 data-block
- 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
()¶ Copy material to 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 the active material towards
-
bpy.ops.object.
material_slot_remove
()¶ Remove the selected material slot
-
bpy.ops.object.
material_slot_remove_unused
()¶ Remove unused material slots
-
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, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ 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
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
-
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', 'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'PAINT_GPENCIL', 'WEIGHT_GPENCIL'], (optional)) –
Mode
OBJECT
Object Mode.EDIT
Edit Mode.POSE
Pose Mode.SCULPT
Sculpt Mode.VERTEX_PAINT
Vertex Paint.WEIGHT_PAINT
Weight Paint.TEXTURE_PAINT
Texture Paint.PARTICLE_EDIT
Particle Edit.EDIT_GPENCIL
Edit Mode, Edit Grease Pencil Strokes.SCULPT_GPENCIL
Sculpt Mode, Sculpt Grease Pencil Strokes.PAINT_GPENCIL
Draw, Paint Grease Pencil Strokes.WEIGHT_GPENCIL
Weight Paint, Grease Pencil Weight Paint Strokes.
- toggle (boolean, (optional)) – Toggle
- mode (enum in ['OBJECT', 'EDIT', 'POSE', 'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT', 'PARTICLE_EDIT', 'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'PAINT_GPENCIL', 'WEIGHT_GPENCIL'], (optional)) –
-
bpy.ops.object.
mode_set_with_submode
(mode='OBJECT', toggle=False, mesh_select_mode={})¶ Sets the object interaction mode
Parameters: - mode (enum in ['OBJECT', 'EDIT', 'POSE', 'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT', 'PARTICLE_EDIT', 'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'PAINT_GPENCIL', 'WEIGHT_GPENCIL'], (optional)) –
Mode
OBJECT
Object Mode.EDIT
Edit Mode.POSE
Pose Mode.SCULPT
Sculpt Mode.VERTEX_PAINT
Vertex Paint.WEIGHT_PAINT
Weight Paint.TEXTURE_PAINT
Texture Paint.PARTICLE_EDIT
Particle Edit.EDIT_GPENCIL
Edit Mode, Edit Grease Pencil Strokes.SCULPT_GPENCIL
Sculpt Mode, Sculpt Grease Pencil Strokes.PAINT_GPENCIL
Draw, Paint Grease Pencil Strokes.WEIGHT_GPENCIL
Weight Paint, Grease Pencil Weight Paint Strokes.
- toggle (boolean, (optional)) – Toggle
- mesh_select_mode (enum set in {'VERT', 'EDGE', 'FACE'}, (optional)) –
Mesh Mode
VERT
Vertex, Vertex selection mode.EDGE
Edge, Edge selection mode.FACE
Face, Face selection mode.
- mode (enum in ['OBJECT', 'EDIT', 'POSE', 'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT', 'PARTICLE_EDIT', 'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'PAINT_GPENCIL', 'WEIGHT_GPENCIL'], (optional)) –
-
bpy.ops.object.
modifier_add
(type='SUBSURF')¶ Add a procedural operation/effect to the active object
Parameters: type (enum in ['DATA_TRANSFER', 'MESH_CACHE', 'MESH_SEQUENCE_CACHE', 'NORMAL_EDIT', 'WEIGHTED_NORMAL', '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', 'CURVE', 'DISPLACE', 'HOOK', 'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM', 'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH', 'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH', 'SURFACE_DEFORM', '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.MESH_SEQUENCE_CACHE
Mesh Sequence Cache.NORMAL_EDIT
Normal Edit.WEIGHTED_NORMAL
Weighted Normal.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.CURVE
Curve.DISPLACE
Displace.HOOK
Hook.LAPLACIANDEFORM
Laplacian Deform.LATTICE
Lattice.MESH_DEFORM
Mesh Deform.SHRINKWRAP
Shrinkwrap.SIMPLE_DEFORM
Simple Deform.SMOOTH
Smooth.CORRECTIVE_SMOOTH
Smooth Corrective.LAPLACIANSMOOTH
Smooth Laplacian.SURFACE_DEFORM
Surface Deform.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
- apply_as (enum in ['DATA', 'SHAPE'], (optional)) –
-
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_collection
(collection_index=-1, is_new=False, new_collection_name="")¶ Move objects to a collection
Parameters: - collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to move to
- is_new (boolean, (optional)) – New, Move objects to a new collection
- new_collection_name (string, (optional, never None)) – Name, Name of the newly added collection
-
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="", hide_props_region=True, 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_archive=False, filter_btx=True, filter_collada=False, filter_alembic=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
- hide_props_region (boolean, (optional)) – Hide Operator Properties, Collapse the region displaying the operator settings
- 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_archive (boolean, (optional)) – Filter archive files
- filter_btx (boolean, (optional)) – Filter btx files
- filter_collada (boolean, (optional)) – Filter COLLADA files
- filter_alembic (boolean, (optional)) – Filter Alembic 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_VERTICAL', 'LIST_HORIZONTAL', 'THUMBNAIL'], (optional)) –
Display Type
DEFAULT
Default, Automatically determine display type for files.LIST_VERTICAL
Short List, Display files as short list.LIST_HORIZONTAL
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
Name, Sort the file list alphabetically.FILE_SORT_EXTENSION
Extension, Sort the file list by extension/type.FILE_SORT_TIME
Modified Date, Sort files by modification time.FILE_SORT_SIZE
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', 'ORIGIN_CENTER_OF_VOLUME'], (optional)) –
Type
GEOMETRY_ORIGIN
Geometry to Origin, Move object geometry to object origin.ORIGIN_GEOMETRY
Origin to Geometry, Calculate the center of geometry based on the current pivot point (median, otherwise bounding-box).ORIGIN_CURSOR
Origin to 3D Cursor, Move object origin to position of the 3D cursor.ORIGIN_CENTER_OF_MASS
Origin to Center of Mass (Surface), Calculate the center of mass from the surface area.ORIGIN_CENTER_OF_VOLUME
Origin to Center of Mass (Volume), Calculate the center of mass from the volume (must be manifold geometry with consistent normals).
- center (enum in ['MEDIAN', 'BOUNDS'], (optional)) – Center
- type (enum in ['GEOMETRY_ORIGIN', 'ORIGIN_GEOMETRY', 'ORIGIN_CURSOR', 'ORIGIN_CENTER_OF_MASS', 'ORIGIN_CENTER_OF_VOLUME'], (optional)) –
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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 if 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.
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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
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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 [-1048574, 1048574], (optional)) – Start, First frame to calculate object paths on
- end_frame (int in [-1048574, 1048574], (optional)) – End, Last frame to calculate object paths on
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bpy.ops.object.
paths_clear
(only_selected=False)¶ Clear path caches for all objects, hold Shift key for selected objects only
Parameters: only_selected (boolean, (optional)) – Only Selected, Only clear paths from selected objects
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bpy.ops.object.
paths_range_update
()¶ Update frame range for motion paths from the Scene’s current frame range
-
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/collection object to make a proxy for
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bpy.ops.object.
quadriflow_remesh
(use_paint_symmetry=True, use_preserve_sharp=False, use_preserve_boundary=False, use_mesh_curvature=False, preserve_paint_mask=False, smooth_normals=False, mode='FACES', target_ratio=1.0, target_edge_length=0.1, target_faces=4000, mesh_area=-1, seed=0)¶ Create a new quad based mesh using the surface data of the current mesh. All data layers will be lost
Parameters: - use_paint_symmetry (boolean, (optional)) – Use Paint Symmetry, Generates a symmetrycal mesh using the paint symmetry configuration
- use_preserve_sharp (boolean, (optional)) – Preserve Sharp, Try to preserve sharp features on the mesh
- use_preserve_boundary (boolean, (optional)) – Preserve Mesh Boundary, Try to preserve mesh boundary on the mesh
- use_mesh_curvature (boolean, (optional)) – Use Mesh Curvature, Take the mesh curvature into account when remeshing
- preserve_paint_mask (boolean, (optional)) – Preserve Paint Mask, Reproject the paint mask onto the new mesh
- smooth_normals (boolean, (optional)) – Smooth Normals, Set the output mesh normals to smooth
- mode (enum in ['RATIO', 'EDGE', 'FACES'], (optional)) –
Mode, How to specify the amount of detail for the new mesh
RATIO
Ratio, Specify target number of faces relative to the current mesh.EDGE
Edge Length, Input target edge length in the new mesh.FACES
Faces, Input target number of faces in the new mesh.
- target_ratio (float in [0, inf], (optional)) – Ratio, Relative number of faces compared to the current mesh
- target_edge_length (float in [1e-07, inf], (optional)) – Edge Length, Target edge length in the new mesh
- target_faces (int in [1, inf], (optional)) – Number of Faces, Approximate number of faces (quads) in the new mesh
- mesh_area (float in [-inf, inf], (optional)) – Old Object Face Area, This property is only used to cache the object area for later calculations
- seed (int in [0, inf], (optional)) – Seed, Random seed to use with the solver. Different seeds will cause the remesher to come up with different quad layouts on the mesh
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bpy.ops.object.
quick_explode
(style='EXPLODE', amount=100, frame_duration=50, frame_start=1, frame_end=10, velocity=1.0, fade=True)¶ Make selected objects explode
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:
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bpy.ops.object.
quick_fluid
(style='BASIC', initial_velocity=(0.0, 0.0, 0.0), show_flows=False, start_baking=False)¶ Use selected objects in a fluid simulation
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:
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bpy.ops.object.
quick_fur
(density='MEDIUM', view_percentage=10, length=0.1)¶ Add fur setup to the selected objects
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:
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bpy.ops.object.
quick_smoke
(style='SMOKE', show_flows=False)¶ Use selected objects as smoke emitters
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:
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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:
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bpy.ops.object.
rotation_clear
(clear_delta=False)¶ Clear the object’s rotation
Parameters: clear_delta (boolean, (optional)) – Clear Delta, Clear delta rotation in addition to clearing the normal rotation transform
-
bpy.ops.object.
scale_clear
(clear_delta=False)¶ Clear the object’s scale
Parameters: clear_delta (boolean, (optional)) – Clear Delta, Clear delta scale in addition to clearing the normal scale transform
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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.
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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', 'GPENCIL', 'CAMERA', 'LIGHT', 'SPEAKER', 'LIGHT_PROBE'], (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:132
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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', 'COLLECTION', 'HOOK', 'PASS', 'COLOR', 'KEYINGSET', 'LIGHT_TYPE'], (optional)) –
Type
CHILDREN_RECURSIVE
Children.CHILDREN
Immediate Children.PARENT
Parent.SIBLINGS
Siblings, Shared Parent.TYPE
Type, Shared object type.COLLECTION
Collection, Shared collection.HOOK
Hook.PASS
Pass, Render pass Index.COLOR
Color, Object Color.KEYINGSET
Keying Set, Objects included in active Keying Set.LIGHT_TYPE
Light Type, Matching light types.
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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:
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bpy.ops.object.
select_less
()¶ Deselect objects at the boundaries of parent/child relationships
-
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', 'DUPGROUP', 'PARTICLE', 'LIBRARY', 'LIBRARY_OBDATA'], (optional)) – Type
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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
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bpy.ops.object.
select_more
()¶ Select connected parent/child objects
-
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:
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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.
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bpy.ops.object.
select_same_collection
(collection="")¶ Select object in the same collection
Parameters: collection (string, (optional, never None)) – Collection, Name of the collection 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.
shaderfx_add
(type='FX_BLUR')¶ Add a visual effect to the active object
Parameters: type (enum in ['FX_BLUR', 'FX_COLORIZE', 'FX_FLIP', 'FX_GLOW', 'FX_LIGHT', 'FX_PIXEL', 'FX_RIM', 'FX_SHADOW', 'FX_SWIRL', 'FX_WAVE'], (optional)) – Type
FX_BLUR
Blur, Apply Gaussian Blur to object.FX_COLORIZE
Colorize, Apply different tint effects.FX_FLIP
Flip, Flip image.FX_GLOW
Glow, Create a glow effect.FX_LIGHT
Light, Simulate illumination.FX_PIXEL
Pixelate, Pixelate image.FX_RIM
Rim, Add a rim to the image.FX_SHADOW
Shadow, Create a shadow effect.FX_SWIRL
Swirl, Create a rotation distortion.FX_WAVE
Wave Distortion, Apply sinusoidal deformation.
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bpy.ops.object.
shaderfx_move_down
(shaderfx="")¶ Move shaderfx down in the stack
Parameters: shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
-
bpy.ops.object.
shaderfx_move_up
(shaderfx="")¶ Move shaderfx up in the stack
Parameters: shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
-
bpy.ops.object.
shaderfx_remove
(shaderfx="")¶ Remove a shaderfx from the active grease pencil object
Parameters: shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
-
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)
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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.
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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 the active shape key of another selected object to this one
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: - mode (enum in ['OFFSET', 'RELATIVE_FACE', 'RELATIVE_EDGE'], (optional)) –
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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.
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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.
speaker_add
(enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ Add a speaker object to the scene
Parameters: - enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
-
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:
-
bpy.ops.object.
surfacedeform_bind
(modifier="")¶ Bind mesh to target in surface deform modifier
Parameters: modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
-
bpy.ops.object.
text_add
(radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))¶ Add a text object to the scene
Parameters: - radius (float in [0, inf], (optional)) – Radius
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World, Align the new object to the world.VIEW
View, Align the new object to the view.CURSOR
3D Cursor, Use the 3D cursor orientation for the new 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
-
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
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bpy.ops.object.
transform_apply
(location=True, rotation=True, scale=True, properties=True)¶ Apply the object’s transformation to its data
Parameters: - location (boolean, (optional)) – Location
- rotation (boolean, (optional)) – Rotation
- scale (boolean, (optional)) – Scale
- properties (boolean, (optional)) – Apply Properties, Modify properties such as curve vertex radius, font size and bone envelope
-
bpy.ops.object.
transform_axis_target
()¶ Interactively point cameras and lights to a location (Ctrl translates)
-
bpy.ops.object.
transforms_to_deltas
(mode='ALL', reset_values=True)¶ Convert normal object transforms to delta transforms, any existing delta transforms will be included as well
Parameters: - mode (enum in ['ALL', 'LOC', 'ROT', 'SCALE'], (optional)) –
Mode, Which transforms to transfer
ALL
All Transforms, Transfer location, rotation, and scale transforms.LOC
Location, Transfer location transforms only.ROT
Rotation, Transfer rotation transforms only.SCALE
Scale, Transfer scale transforms only.
- reset_values (boolean, (optional)) – Reset Values, Clear transform values after transferring to deltas
File: - mode (enum in ['ALL', 'LOC', 'ROT', 'SCALE'], (optional)) –
-
bpy.ops.object.
unlink_data
()¶ Undocumented contribute <https://developer.blender.org/T51061>
-
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
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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.
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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 the active vertex group towards
-
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
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bpy.ops.object.
vertex_group_remove
(all=False, all_unlocked=False)¶ Delete the active or all vertex groups from the active object
Parameters: - all (boolean, (optional)) – All, Remove all vertex groups
- all_unlocked (boolean, (optional)) – All Unlocked, Remove all unlocked 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
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bpy.ops.object.
vertex_group_smooth
(group_select_mode='', factor=0.5, repeat=1, expand=0.0)¶ 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
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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
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bpy.ops.object.
vertex_parent_set
()¶ Parent selected objects to the selected vertices
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bpy.ops.object.
vertex_weight_copy
()¶ Copy weights from active to selected
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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
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bpy.ops.object.
vertex_weight_normalize_active_vertex
()¶ Normalize active vertex’s weights
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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
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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
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bpy.ops.object.
visual_transform_apply
()¶ Apply the object’s visual transformation to its data
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bpy.ops.object.
voxel_remesh
()¶ Calculates a new manifold mesh based on the volume of the current mesh. All data layers will be lost