base class — bpy_struct

subclasses — ArmatureModifier, ArrayModifier, BevelModifier, BooleanModifier, BuildModifier, CastModifier, ClothModifier, CollisionModifier, CorrectiveSmoothModifier, CurveModifier, DataTransferModifier, DecimateModifier, DisplaceModifier, DynamicPaintModifier, EdgeSplitModifier, ExplodeModifier, FluidModifier, HookModifier, LaplacianDeformModifier, LaplacianSmoothModifier, LatticeModifier, MaskModifier, MeshCacheModifier, MeshDeformModifier, MeshSequenceCacheModifier, MirrorModifier, MultiresModifier, NormalEditModifier, OceanModifier, ParticleInstanceModifier, ParticleSystemModifier, RemeshModifier, ScrewModifier, ShrinkwrapModifier, SimpleDeformModifier, SkinModifier, SmoothModifier, SoftBodyModifier, SolidifyModifier, SubsurfModifier, SurfaceDeformModifier, SurfaceModifier, TriangulateModifier, UVProjectModifier, UVWarpModifier, VertexWeightEditModifier, VertexWeightMixModifier, VertexWeightProximityModifier, WarpModifier, WaveModifier, WeightedNormalModifier, WeldModifier, WireframeModifier

class bpy.types.Modifier(bpy_struct)

Modifier affecting the geometry data of an object


Modifier name

Type:string, default “”, (never None)

Set modifier expanded in the user interface

Type:boolean, default False

Display modifier in Edit mode

Type:boolean, default False

Adjust edit cage to modifier result

Type:boolean, default False

Use modifier during render

Type:boolean, default False

Display modifier in viewport

Type:boolean, default False
  • 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.

Apply this and all preceding deformation modifiers on splines’ points rather than on filled curve/surface

Type:boolean, default False
classmethod bl_rna_get_subclass(id, default=None)
Parameters:id (string) – The RNA type identifier.
Returns:The RNA type or default when not found.
Return type:bpy.types.Struct subclass
classmethod bl_rna_get_subclass_py(id, default=None)
Parameters:id (string) – The RNA type identifier.
Returns:The class or default when not found.
Return type:type

Inherited Properties

Inherited Functions