Object Operators

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

Add named object

Parameters:
  • linked (boolean, (optional)) – Linked, Duplicate object but not object data, linking to the original data
  • name (string, (optional, never None)) – Name, Object name to add
bpy.ops.object.align(bb_quality=True, align_mode='OPT_2', relative_to='OPT_4', align_axis={})

Align Objects

Parameters:
  • bb_quality (boolean, (optional)) – High Quality, Enables high quality calculation of the bounding box for perfect results on complex shape meshes with rotation/scale (Slow)
  • align_mode (enum in ['OPT_1', 'OPT_2', 'OPT_3'], (optional)) – Align Mode:, 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:

startup/bl_operators/object_align.py:411

bpy.ops.object.anim_transforms_to_deltas()

Convert object animation for normal transforms to delta transforms

File:startup/bl_operators/object.py:782
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
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:

startup/bl_operators/object.py:979

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
bpy.ops.object.bake_image()

Bake image textures of selected objects

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
bpy.ops.object.collection_add()

Add an object to a new collection

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

Add an object to an existing collection

Parameters:collection (enum in [], (optional)) – Collection
bpy.ops.object.collection_objects_select()

Select all objects in collection

bpy.ops.object.collection_remove()

Remove the active object from this collection

Unlink the collection from all objects

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

Add a constraint to the active object

Parameters:type (enum in [], (optional)) – Type
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
bpy.ops.object.constraints_clear()

Clear all the constraints for the active Object only

bpy.ops.object.constraints_copy()

Copy constraints to other selected objects

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

Convert selected objects to another type

Parameters:
  • target (enum in ['CURVE', 'MESH', 'GPENCIL'], (optional)) – Target, Type of object to convert to
  • keep_original (boolean, (optional)) – Keep Original, Keep original objects instead of replacing them
bpy.ops.object.correctivesmooth_bind(modifier="")

Bind base pose in Corrective Smooth modifier

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.data_transfer(use_reverse_transfer=False, use_freeze=False, data_type='', use_create=True, vert_mapping='NEAREST', edge_mapping='NEAREST', loop_mapping='NEAREST_POLYNOR', poly_mapping='NEAREST', use_auto_transform=False, use_object_transform=True, use_max_distance=False, max_distance=1.0, ray_radius=0.0, islands_precision=0.1, layers_select_src='ACTIVE', layers_select_dst='ACTIVE', mix_mode='REPLACE', mix_factor=1.0)

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

Parameters:
  • use_reverse_transfer (boolean, (optional)) – Reverse Transfer, Transfer from selected objects to active one
  • use_freeze (boolean, (optional)) – Freeze Operator, Prevent changes to settings to re-run the operator, handy to change several things at once with heavy geometry
  • data_type (enum in ['VGROUP_WEIGHTS', 'BEVEL_WEIGHT_VERT', 'SHARP_EDGE', 'SEAM', 'CREASE', 'BEVEL_WEIGHT_EDGE', 'FREESTYLE_EDGE', 'CUSTOM_NORMAL', 'VCOL', 'UV', 'SMOOTH', 'FREESTYLE_FACE'], (optional)) –

    Data Type, Which data to transfer

    • VGROUP_WEIGHTS Vertex Group(s), Transfer active or all vertex groups.
    • BEVEL_WEIGHT_VERT Bevel Weight, Transfer bevel weights.
    • SHARP_EDGE Sharp, Transfer sharp mark.
    • SEAM UV Seam, Transfer UV seam mark.
    • CREASE Subsurf Crease, Transfer crease values.
    • BEVEL_WEIGHT_EDGE Bevel Weight, Transfer bevel weights.
    • FREESTYLE_EDGE Freestyle Mark, Transfer Freestyle edge mark.
    • CUSTOM_NORMAL Custom Normals, Transfer custom normals.
    • VCOL VCol, Vertex (face corners) colors.
    • UV UVs, Transfer UV layers.
    • SMOOTH Smooth, Transfer flat/smooth mark.
    • FREESTYLE_FACE Freestyle Mark, Transfer Freestyle face mark.
  • use_create (boolean, (optional)) – Create Data, Add data layers on destination meshes if needed
  • vert_mapping (enum in ['TOPOLOGY', 'NEAREST', 'EDGE_NEAREST', 'EDGEINTERP_NEAREST', 'POLY_NEAREST', 'POLYINTERP_NEAREST', 'POLYINTERP_VNORPROJ'], (optional)) –

    Vertex Mapping, Method used to map source vertices to destination ones

    • TOPOLOGY Topology, Copy from identical topology meshes.
    • NEAREST Nearest vertex, Copy from closest vertex.
    • EDGE_NEAREST Nearest Edge Vertex, Copy from closest vertex of closest edge.
    • EDGEINTERP_NEAREST Nearest Edge Interpolated, Copy from interpolated values of vertices from closest point on closest edge.
    • POLY_NEAREST Nearest Face Vertex, Copy from closest vertex of closest face.
    • POLYINTERP_NEAREST Nearest Face Interpolated, Copy from interpolated values of vertices from closest point on closest face.
    • POLYINTERP_VNORPROJ Projected Face Interpolated, Copy from interpolated values of vertices from point on closest face hit by normal-projection.
  • edge_mapping (enum in ['TOPOLOGY', 'VERT_NEAREST', 'NEAREST', 'POLY_NEAREST', 'EDGEINTERP_VNORPROJ'], (optional)) –

    Edge Mapping, Method used to map source edges to destination ones

    • TOPOLOGY Topology, Copy from identical topology meshes.
    • VERT_NEAREST Nearest Vertices, Copy from most similar edge (edge which vertices are the closest of destination edge’s ones).
    • NEAREST Nearest Edge, Copy from closest edge (using midpoints).
    • POLY_NEAREST Nearest Face Edge, Copy from closest edge of closest face (using midpoints).
    • EDGEINTERP_VNORPROJ Projected Edge Interpolated, Interpolate all source edges hit by the projection of destination one along its own normal (from vertices).
  • loop_mapping (enum in ['TOPOLOGY', 'NEAREST_NORMAL', 'NEAREST_POLYNOR', 'NEAREST_POLY', 'POLYINTERP_NEAREST', 'POLYINTERP_LNORPROJ'], (optional)) –

    Face Corner Mapping, Method used to map source faces’ corners to destination ones

    • TOPOLOGY Topology, Copy from identical topology meshes.
    • NEAREST_NORMAL Nearest Corner And Best Matching Normal, Copy from nearest corner which has the best matching normal.
    • NEAREST_POLYNOR Nearest Corner And Best Matching Face Normal, Copy from nearest corner which has the face with the best matching normal to destination corner’s face one.
    • NEAREST_POLY Nearest Corner Of Nearest Face, Copy from nearest corner of nearest polygon.
    • POLYINTERP_NEAREST Nearest Face Interpolated, Copy from interpolated corners of the nearest source polygon.
    • POLYINTERP_LNORPROJ Projected Face Interpolated, Copy from interpolated corners of the source polygon hit by corner normal projection.
  • poly_mapping (enum in ['TOPOLOGY', 'NEAREST', 'NORMAL', 'POLYINTERP_PNORPROJ'], (optional)) –

    Face Mapping, Method used to map source faces to destination ones

    • TOPOLOGY Topology, Copy from identical topology meshes.
    • NEAREST Nearest Face, Copy from nearest polygon (using center points).
    • NORMAL Best Normal-Matching, Copy from source polygon which normal is the closest to destination one.
    • POLYINTERP_PNORPROJ Projected Face Interpolated, Interpolate all source polygons intersected by the projection of destination one along its own normal.
  • use_auto_transform (boolean, (optional)) – Auto Transform, Automatically compute transformation to get the best possible match between source and destination meshes (WARNING: results will never be as good as manual matching of objects)
  • use_object_transform (boolean, (optional)) – Object Transform, Evaluate source and destination meshes in global space
  • use_max_distance (boolean, (optional)) – Only Neighbor Geometry, Source elements must be closer than given distance from destination one
  • max_distance (float in [0, inf], (optional)) – Max Distance, Maximum allowed distance between source and destination element, for non-topology mappings
  • ray_radius (float in [0, inf], (optional)) – Ray Radius, ‘Width’ of rays (especially useful when raycasting against vertices or edges)
  • islands_precision (float in [0, 10], (optional)) – Islands Precision, Factor controlling precision of islands handling (the higher, the better the results)
  • layers_select_src (enum in ['ACTIVE', 'ALL', 'BONE_SELECT', 'BONE_DEFORM'], (optional)) –

    Source Layers Selection, Which layers to transfer, in case of multi-layers types

    • ACTIVE Active Layer, Only transfer active data layer.
    • ALL All Layers, Transfer all data layers.
    • BONE_SELECT Selected Pose Bones, Transfer all vertex groups used by selected pose bones.
    • BONE_DEFORM Deform Pose Bones, Transfer all vertex groups used by deform bones.
  • layers_select_dst (enum in ['ACTIVE', 'NAME', 'INDEX'], (optional)) –

    Destination Layers Matching, How to match source and destination layers

    • ACTIVE Active Layer, Affect active data layer of all targets.
    • NAME By Name, Match target data layers to affect by name.
    • INDEX By Order, Match target data layers to affect by order (indices).
  • mix_mode (enum in ['REPLACE', 'ABOVE_THRESHOLD', 'BELOW_THRESHOLD', 'MIX', 'ADD', 'SUB', 'MUL'], (optional)) –

    Mix Mode, How to affect destination elements with source values

    • REPLACE Replace, Overwrite all elements’ data.
    • ABOVE_THRESHOLD Above Threshold, Only replace destination elements where data is above given threshold (exact behavior depends on data type).
    • BELOW_THRESHOLD Below Threshold, Only replace destination elements where data is below given threshold (exact behavior depends on data type).
    • MIX Mix, Mix source value into destination one, using given threshold as factor.
    • ADD Add, Add source value to destination one, using given threshold as factor.
    • SUB Subtract, Subtract source value to destination one, using given threshold as factor.
    • MUL Multiply, Multiply source value to destination one, using given threshold as factor.
  • mix_factor (float in [0, 1], (optional)) – Mix Factor, Factor to use when applying data to destination (exact behavior depends on mix mode)
bpy.ops.object.datalayout_transfer(modifier="", data_type='', use_delete=False, layers_select_src='ACTIVE', layers_select_dst='ACTIVE')

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

Parameters:
  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
  • data_type (enum in ['VGROUP_WEIGHTS', 'BEVEL_WEIGHT_VERT', 'SHARP_EDGE', 'SEAM', 'CREASE', 'BEVEL_WEIGHT_EDGE', 'FREESTYLE_EDGE', 'CUSTOM_NORMAL', 'VCOL', 'UV', 'SMOOTH', 'FREESTYLE_FACE'], (optional)) –

    Data Type, Which data to transfer

    • VGROUP_WEIGHTS Vertex Group(s), Transfer active or all vertex groups.
    • BEVEL_WEIGHT_VERT Bevel Weight, Transfer bevel weights.
    • SHARP_EDGE Sharp, Transfer sharp mark.
    • SEAM UV Seam, Transfer UV seam mark.
    • CREASE Subsurf Crease, Transfer crease values.
    • BEVEL_WEIGHT_EDGE Bevel Weight, Transfer bevel weights.
    • FREESTYLE_EDGE Freestyle Mark, Transfer Freestyle edge mark.
    • CUSTOM_NORMAL Custom Normals, Transfer custom normals.
    • VCOL VCol, Vertex (face corners) colors.
    • UV UVs, Transfer UV layers.
    • SMOOTH Smooth, Transfer flat/smooth mark.
    • FREESTYLE_FACE Freestyle Mark, Transfer Freestyle face mark.
  • use_delete (boolean, (optional)) – Exact Match, Also delete some data layers from destination if necessary, so that it matches exactly source
  • layers_select_src (enum in ['ACTIVE', 'ALL', 'BONE_SELECT', 'BONE_DEFORM'], (optional)) –

    Source Layers Selection, Which layers to transfer, in case of multi-layers types

    • ACTIVE Active Layer, Only transfer active data layer.
    • ALL All Layers, Transfer all data layers.
    • BONE_SELECT Selected Pose Bones, Transfer all vertex groups used by selected pose bones.
    • BONE_DEFORM Deform Pose Bones, Transfer all vertex groups used by deform bones.
  • layers_select_dst (enum in ['ACTIVE', 'NAME', 'INDEX'], (optional)) –

    Destination Layers Matching, How to match source and destination layers

    • ACTIVE Active Layer, Affect active data layer of all targets.
    • NAME By Name, Match target data layers to affect by name.
    • INDEX By Order, Match target data layers to affect by order (indices).
bpy.ops.object.delete(use_global=False, confirm=True)

Delete selected objects

Parameters:
  • use_global (boolean, (optional)) – Delete Globally, Remove object from all scenes
  • confirm (boolean, (optional)) – Confirm, Prompt for confirmation
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
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
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
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
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
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
bpy.ops.object.editmode_toggle()

Toggle object’s editmode

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

Refresh data in the Explode modifier

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.face_map_add()

Add a new face map to the active object

bpy.ops.object.face_map_assign()

Assign faces to a face map

bpy.ops.object.face_map_deselect()

Deselect faces belonging to a face map

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
bpy.ops.object.face_map_remove()

Remove a face map from the active object

bpy.ops.object.face_map_remove_from()

Remove faces from a face map

bpy.ops.object.face_map_select()

Select faces belonging to a face map

bpy.ops.object.forcefield_toggle()

Toggle object’s force field

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', 'WELD', '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', 'OCEAN', 'PARTICLE_INSTANCE', 'PARTICLE_SYSTEM', 'FLUID', 'SOFT_BODY', 'SURFACE'], (optional)) –

Type

  • DATA_TRANSFER Data Transfer, Transfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to another.
  • MESH_CACHE Mesh Cache, Deform the mesh using an external frame-by-frame vertex transform cache.
  • MESH_SEQUENCE_CACHE Mesh Sequence Cache, Deform the mesh or curve using an external mesh cache in Alembic format.
  • NORMAL_EDIT Normal Edit, Modify the direction of the surface normals.
  • WEIGHTED_NORMAL Weighted Normal, Modify the direction of the surface normals using a weighting method.
  • UV_PROJECT UV Project, Project the UV map coordinates from the negative Z axis of another object.
  • UV_WARP UV Warp, Transform the UV map using the the difference between two objects.
  • VERTEX_WEIGHT_EDIT Vertex Weight Edit, Modify of the weights of a vertex group.
  • VERTEX_WEIGHT_MIX Vertex Weight Mix, Mix the weights of two vertex groups.
  • VERTEX_WEIGHT_PROXIMITY Vertex Weight Proximity, Set the vertex group weights based on the distance to another target object.
  • ARRAY Array, Create copies of the shape with offsets.
  • BEVEL Bevel, Generate sloped corners by adding geometry to the mesh’s edges or vertices.
  • BOOLEAN Boolean, Use another shape to cut, combine or perform a difference operation.
  • BUILD Build, Cause the faces of the mesh object to appear or disappear one after the other over time.
  • DECIMATE Decimate, Reduce the geometry density.
  • EDGE_SPLIT Edge Split, Split away joined faces at the edges.
  • MASK Mask, Dynamically hide vertices based on a vertex group or armature.
  • MIRROR Mirror, Mirror along the local X, Y and/or Z axes, over the object origin.
  • MULTIRES Multiresolution, Subdivide the mesh in a way that allows editing the higher subdivision levels.
  • REMESH Remesh, Generate new mesh topology based on the current shape.
  • SCREW Screw, Lathe around an axis, treating the inout mesh as a profile.
  • SKIN Skin, Create a solid shape from vertices and edges, using the vertex radius to define the thickness.
  • SOLIDIFY Solidify, Make the surface thick.
  • SUBSURF Subdivision Surface, Split the faces into smaller parts, giving it a smoother appearance.
  • TRIANGULATE Triangulate, Convert all polygons to triangles.
  • WIREFRAME Wireframe, Convert faces into thickened edges.
  • WELD Weld, Find groups of vertices closer then dist and merges them together.
  • ARMATURE Armature, Deform the shape using an armature object.
  • CAST Cast, Shift the shape towards a predefined primitive.
  • CURVE Curve, Bend the mesh using a curve object.
  • DISPLACE Displace, Offset vertices based on a texture.
  • HOOK Hook, Deform specific points using another object.
  • LAPLACIANDEFORM Laplacian Deform, Deform based a series of anchor points.
  • LATTICE Lattice, Deform using the shape of a lattice object.
  • MESH_DEFORM Mesh Deform, Deform using a different mesh, which acts as a deformation cage.
  • SHRINKWRAP Shrinkwrap, Project the shape onto another object.
  • SIMPLE_DEFORM Simple Deform, Deform the shape by twisting, bending, tapering or stretching.
  • SMOOTH Smooth, Smooth the mesh by flattening the angles between adjacent faces.
  • CORRECTIVE_SMOOTH Smooth Corrective, Smooth the mesh while still preserving the volume.
  • LAPLACIANSMOOTH Smooth Laplacian, Reduce the noise on a mesh surface with minimal changes to its shape.
  • SURFACE_DEFORM Surface Deform, Transfer motion from another mesh.
  • WARP Warp, Warp parts of a mesh to a new location in a very flexible way thanks to 2 specified objects.
  • WAVE Wave, Adds a ripple-like motion to an object’s geometry.
  • CLOTH Cloth.
  • COLLISION Collision.
  • DYNAMIC_PAINT Dynamic Paint.
  • EXPLODE Explode, Break apart the mesh faces and let them follow particles.
  • OCEAN Ocean, Generate a moving ocean surface.
  • PARTICLE_INSTANCE Particle Instance.
  • PARTICLE_SYSTEM Particle System, Spawn particles from the shape.
  • FLUID Fluid Simulation.
  • 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
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:871
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
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

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:

startup/bl_operators/object.py:903

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:

startup/bl_operators/object.py:903

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

Apply active object links to other selected objects

Parameters:type (enum in ['OBDATA', 'MATERIAL', 'ANIMATION', 'GROUPS', 'DUPLICOLLECTION', 'MODIFIERS', 'FONTS'], (optional)) – Type

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
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.
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', 'WELD', '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', 'OCEAN', 'PARTICLE_INSTANCE', 'PARTICLE_SYSTEM', 'FLUID', 'SOFT_BODY', 'SURFACE'], (optional)) –

Type

  • DATA_TRANSFER Data Transfer, Transfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to another.
  • MESH_CACHE Mesh Cache, Deform the mesh using an external frame-by-frame vertex transform cache.
  • MESH_SEQUENCE_CACHE Mesh Sequence Cache, Deform the mesh or curve using an external mesh cache in Alembic format.
  • NORMAL_EDIT Normal Edit, Modify the direction of the surface normals.
  • WEIGHTED_NORMAL Weighted Normal, Modify the direction of the surface normals using a weighting method.
  • UV_PROJECT UV Project, Project the UV map coordinates from the negative Z axis of another object.
  • UV_WARP UV Warp, Transform the UV map using the the difference between two objects.
  • VERTEX_WEIGHT_EDIT Vertex Weight Edit, Modify of the weights of a vertex group.
  • VERTEX_WEIGHT_MIX Vertex Weight Mix, Mix the weights of two vertex groups.
  • VERTEX_WEIGHT_PROXIMITY Vertex Weight Proximity, Set the vertex group weights based on the distance to another target object.
  • ARRAY Array, Create copies of the shape with offsets.
  • BEVEL Bevel, Generate sloped corners by adding geometry to the mesh’s edges or vertices.
  • BOOLEAN Boolean, Use another shape to cut, combine or perform a difference operation.
  • BUILD Build, Cause the faces of the mesh object to appear or disappear one after the other over time.
  • DECIMATE Decimate, Reduce the geometry density.
  • EDGE_SPLIT Edge Split, Split away joined faces at the edges.
  • MASK Mask, Dynamically hide vertices based on a vertex group or armature.
  • MIRROR Mirror, Mirror along the local X, Y and/or Z axes, over the object origin.
  • MULTIRES Multiresolution, Subdivide the mesh in a way that allows editing the higher subdivision levels.
  • REMESH Remesh, Generate new mesh topology based on the current shape.
  • SCREW Screw, Lathe around an axis, treating the inout mesh as a profile.
  • SKIN Skin, Create a solid shape from vertices and edges, using the vertex radius to define the thickness.
  • SOLIDIFY Solidify, Make the surface thick.
  • SUBSURF Subdivision Surface, Split the faces into smaller parts, giving it a smoother appearance.
  • TRIANGULATE Triangulate, Convert all polygons to triangles.
  • WIREFRAME Wireframe, Convert faces into thickened edges.
  • WELD Weld, Find groups of vertices closer then dist and merges them together.
  • ARMATURE Armature, Deform the shape using an armature object.
  • CAST Cast, Shift the shape towards a predefined primitive.
  • CURVE Curve, Bend the mesh using a curve object.
  • DISPLACE Displace, Offset vertices based on a texture.
  • HOOK Hook, Deform specific points using another object.
  • LAPLACIANDEFORM Laplacian Deform, Deform based a series of anchor points.
  • LATTICE Lattice, Deform using the shape of a lattice object.
  • MESH_DEFORM Mesh Deform, Deform using a different mesh, which acts as a deformation cage.
  • SHRINKWRAP Shrinkwrap, Project the shape onto another object.
  • SIMPLE_DEFORM Simple Deform, Deform the shape by twisting, bending, tapering or stretching.
  • SMOOTH Smooth, Smooth the mesh by flattening the angles between adjacent faces.
  • CORRECTIVE_SMOOTH Smooth Corrective, Smooth the mesh while still preserving the volume.
  • LAPLACIANSMOOTH Smooth Laplacian, Reduce the noise on a mesh surface with minimal changes to its shape.
  • SURFACE_DEFORM Surface Deform, Transfer motion from another mesh.
  • WARP Warp, Warp parts of a mesh to a new location in a very flexible way thanks to 2 specified objects.
  • WAVE Wave, Adds a ripple-like motion to an object’s geometry.
  • CLOTH Cloth.
  • COLLISION Collision.
  • DYNAMIC_PAINT Dynamic Paint.
  • EXPLODE Explode, Break apart the mesh faces and let them follow particles.
  • OCEAN Ocean, Generate a moving ocean surface.
  • PARTICLE_INSTANCE Particle Instance.
  • PARTICLE_SYSTEM Particle System, Spawn particles from the shape.
  • FLUID Fluid Simulation.
  • SOFT_BODY Soft Body.
  • SURFACE Surface.
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="")

Apply modifier and remove from the stack

Parameters:
  • apply_as (enum in ['DATA', 'SHAPE'], (optional)) –

    Apply as, How to apply the modifier to the geometry

    • DATA Object Data, Apply modifier to the object’s data.
    • SHAPE New Shape, Apply deform-only modifier to a new shape on this object.
  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.modifier_convert(modifier="")

Convert particles to a mesh object

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.modifier_copy(modifier="")

Duplicate modifier at the same position in the stack

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.modifier_move_down(modifier="")

Move modifier down in the stack

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.modifier_move_up(modifier="")

Move modifier up in the stack

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.modifier_remove(modifier="")

Remove a modifier from the active object

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.move_to_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_usd=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_usd (boolean, (optional)) – Filter USD 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
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.
bpy.ops.object.parent_no_inverse_set()

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

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

Set the object’s parenting

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

Add a particle system

bpy.ops.object.particle_system_remove()

Remove the selected particle system

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

Calculate motion paths for the selected objects

Parameters:
  • start_frame (int in [-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
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
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
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
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:

startup/bl_operators/object_quick_effects.py:175

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:

startup/bl_operators/object_quick_effects.py:84

bpy.ops.object.quick_liquid(show_flows=False)

Undocumented contribute <https://developer.blender.org/T51061>

Parameters:show_flows (boolean, (optional)) – Render Liquid Objects, Keep the liquid objects visible during rendering
File:startup/bl_operators/object_quick_effects.py:454
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:

startup/bl_operators/object_quick_effects.py:351

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

Randomize objects loc/rot/scale

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

startup/bl_operators/object_randomize_transform.py:175

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

Change selection of all visible objects in scene

Parameters:action (enum in ['TOGGLE', 'SELECT', 'DESELECT', 'INVERT'], (optional)) –

Action, Selection action to execute

  • TOGGLE Toggle, Toggle selection for all elements.
  • SELECT Select, Select all elements.
  • DESELECT Deselect, Deselect all elements.
  • INVERT Invert, Invert selection of all elements.
bpy.ops.object.select_by_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
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.
bpy.ops.object.select_hierarchy(direction='PARENT', extend=False)

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

Parameters:
  • direction (enum in ['PARENT', 'CHILD'], (optional)) – Direction, Direction to select in the hierarchy
  • extend (boolean, (optional)) – Extend, Extend the existing selection
File:

startup/bl_operators/object.py:182

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

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

Parameters:extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first
bpy.ops.object.select_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:

startup/bl_operators/object.py:55

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

Set select on random visible objects

Parameters:
  • percent (float in [0, 100], (optional)) – Percent, Percentage of objects to select randomly
  • seed (int in [0, inf], (optional)) – Random Seed, Seed for the random number generator
  • action (enum in ['SELECT', 'DESELECT'], (optional)) –

    Action, Selection action to execute

    • SELECT Select, Select all elements.
    • DESELECT Deselect, Deselect all elements.
bpy.ops.object.select_same_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.
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)
bpy.ops.object.shape_key_move(type='TOP')

Move the active shape key up/down in the list

Parameters:type (enum in ['TOP', 'UP', 'DOWN', 'BOTTOM'], (optional)) –

Type

  • TOP Top, Top of the list.
  • UP Up.
  • DOWN Down.
  • BOTTOM Bottom, Bottom of the list.
bpy.ops.object.shape_key_remove(all=False)

Remove shape key from the object

Parameters:all (boolean, (optional)) – All, Remove all shape keys
bpy.ops.object.shape_key_retime()

Resets the timing for absolute shape keys

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

Copy 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:

startup/bl_operators/object.py:482

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

Create an armature that parallels the skin layout

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.skin_loose_mark_clear(action='MARK')

Mark/clear selected vertices as loose

Parameters:action (enum in ['MARK', 'CLEAR'], (optional)) –

Action

  • MARK Mark, Mark selected vertices as loose.
  • CLEAR Clear, Set selected vertices as not loose.
bpy.ops.object.skin_radii_equalize()

Make skin radii of selected vertices equal on each axis

bpy.ops.object.skin_root_mark()

Mark selected vertices as roots

bpy.ops.object.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:

startup/bl_operators/object.py:250

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
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:

startup/bl_operators/object.py:724

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

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

Parameters:
  • group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used
  • limit (int in [1, 32], (optional)) – Limit, Maximum number of deform weights
bpy.ops.object.vertex_group_lock(action='TOGGLE')

Change the lock state of all vertex groups of active object

Parameters:action (enum in ['TOGGLE', 'LOCK', 'UNLOCK', 'INVERT'], (optional)) –

Action, Lock action to execute on vertex groups

  • TOGGLE Toggle, Unlock all vertex groups if there is at least one locked group, lock all in other case.
  • LOCK Lock, Lock all vertex groups.
  • UNLOCK Unlock, Unlock all vertex groups.
  • INVERT Invert, Invert the lock state of all vertex groups.
bpy.ops.object.vertex_group_mirror(mirror_weights=True, flip_group_names=True, all_groups=False, use_topology=False)

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

Parameters:
  • mirror_weights (boolean, (optional)) – Mirror Weights, Mirror weights
  • flip_group_names (boolean, (optional)) – Flip Group Names, Flip vertex group names
  • all_groups (boolean, (optional)) – All Groups, Mirror all vertex groups weights
  • use_topology (boolean, (optional)) – Topology Mirror, Use topology based mirroring (for when both sides of mesh have matching, unique topology)
bpy.ops.object.vertex_group_move(direction='UP')

Move the active vertex group up/down in the list

Parameters:direction (enum in ['UP', 'DOWN'], (optional)) – Direction, Direction to move 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
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
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
bpy.ops.object.vertex_group_sort(sort_type='NAME')

Sort vertex groups

Parameters:sort_type (enum in ['NAME', 'BONE_HIERARCHY'], (optional)) – Sort type, Sort type
bpy.ops.object.vertex_parent_set()

Parent selected objects to the selected vertices

bpy.ops.object.vertex_weight_copy()

Copy weights from active to selected

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

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

Parameters:weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group
bpy.ops.object.vertex_weight_normalize_active_vertex()

Normalize active vertex’s weights

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

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

Parameters:weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group
bpy.ops.object.vertex_weight_set_active(weight_group=-1)

Set as active vertex group

Parameters:weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group
bpy.ops.object.visual_transform_apply()

Apply the object’s visual transformation to its data

bpy.ops.object.voxel_remesh()

Calculates a new manifold mesh based on the volume of the current mesh. All data layers will be lost