Mesh Operators¶
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bpy.ops.mesh.
average_normals
(average_type='CUSTOM_NORMAL', weight=50, threshold=0.01)¶ Average custom normals of selected vertices
- Parameters
average_type (enum in ['CUSTOM_NORMAL', 'FACE_AREA', 'CORNER_ANGLE'], (optional)) –
Type, Averaging method
CUSTOM_NORMAL
Custom Normal, Take average of vertex normals.FACE_AREA
Face Area, Set all vertex normals by face area.CORNER_ANGLE
Corner Angle, Set all vertex normals by corner angle.
weight (int in [1, 100], (optional)) – Weight, Weight applied per face
threshold (float in [0, 10], (optional)) – Threshold, Threshold value for different weights to be considered equal
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bpy.ops.mesh.
beautify_fill
(angle_limit=3.14159)¶ Rearrange some faces to try to get less degenerated geometry
- Parameters
angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit
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bpy.ops.mesh.
bevel
(offset_type='OFFSET', offset=0.0, profile_type='SUPERELLIPSE', offset_pct=0.0, segments=1, profile=0.5, affect='EDGES', clamp_overlap=False, loop_slide=True, mark_seam=False, mark_sharp=False, material=- 1, harden_normals=False, face_strength_mode='NONE', miter_outer='SHARP', miter_inner='SHARP', spread=0.1, vmesh_method='ADJ', release_confirm=False)¶ Cut into selected items at an angle to create bevel or chamfer
- Parameters
offset_type (enum in ['OFFSET', 'WIDTH', 'DEPTH', 'PERCENT', 'ABSOLUTE'], (optional)) –
Width Type, The method for determining the size of the bevel
OFFSET
Offset, Amount is offset of new edges from original.WIDTH
Width, Amount is width of new face.DEPTH
Depth, Amount is perpendicular distance from original edge to bevel face.PERCENT
Percent, Amount is percent of adjacent edge length.ABSOLUTE
Absolute, Amount is absolute distance along adjacent edge.
offset (float in [0, 1e+06], (optional)) – Width, Bevel amount
profile_type (enum in ['SUPERELLIPSE', 'CUSTOM'], (optional)) –
Profile Type, The type of shape used to rebuild a beveled section
SUPERELLIPSE
Superellipse, The profile can be a concave or convex curve.CUSTOM
Custom, The profile can be any arbitrary path between its endpoints.
offset_pct (float in [0, 100], (optional)) – Width Percent, Bevel amount for percentage method
segments (int in [1, 1000], (optional)) – Segments, Segments for curved edge
profile (float in [0, 1], (optional)) – Profile, Controls profile shape (0.5 = round)
affect (enum in ['VERTICES', 'EDGES'], (optional)) –
Affect, Affect edges or vertices
VERTICES
Vertices, Affect only vertices.EDGES
Edges, Affect only edges.
clamp_overlap (boolean, (optional)) – Clamp Overlap, Do not allow beveled edges/vertices to overlap each other
loop_slide (boolean, (optional)) – Loop Slide, Prefer sliding along edges to even widths
mark_seam (boolean, (optional)) – Mark Seams, Mark Seams along beveled edges
mark_sharp (boolean, (optional)) – Mark Sharp, Mark beveled edges as sharp
material (int in [-1, inf], (optional)) – Material Index, Material for bevel faces (-1 means use adjacent faces)
harden_normals (boolean, (optional)) – Harden Normals, Match normals of new faces to adjacent faces
face_strength_mode (enum in ['NONE', 'NEW', 'AFFECTED', 'ALL'], (optional)) –
Face Strength Mode, Whether to set face strength, and which faces to set face strength on
NONE
None, Do not set face strength.NEW
New, Set face strength on new faces only.AFFECTED
Affected, Set face strength on new and modified faces only.ALL
All, Set face strength on all faces.
miter_outer (enum in ['SHARP', 'PATCH', 'ARC'], (optional)) –
Outer Miter, Pattern to use for outside of miters
SHARP
Sharp, Outside of miter is sharp.PATCH
Patch, Outside of miter is squared-off patch.ARC
Arc, Outside of miter is arc.
miter_inner (enum in ['SHARP', 'ARC'], (optional)) –
Inner Miter, Pattern to use for inside of miters
SHARP
Sharp, Inside of miter is sharp.ARC
Arc, Inside of miter is arc.
spread (float in [0, 1e+06], (optional)) – Spread, Amount to spread arcs for arc inner miters
vmesh_method (enum in ['ADJ', 'CUTOFF'], (optional)) –
Vertex Mesh Method, The method to use to create meshes at intersections
ADJ
Grid Fill, Default patterned fill.CUTOFF
Cutoff, A cutoff at each profile’s end before the intersection.
release_confirm (boolean, (optional)) – Confirm on Release
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bpy.ops.mesh.
bisect
(plane_co=(0.0, 0.0, 0.0), plane_no=(0.0, 0.0, 0.0), use_fill=False, clear_inner=False, clear_outer=False, threshold=0.0001, xstart=0, xend=0, ystart=0, yend=0, flip=False, cursor=5)¶ Cut geometry along a plane (click-drag to define plane)
- Parameters
plane_co (float array of 3 items in [-inf, inf], (optional)) – Plane Point, A point on the plane
plane_no (float array of 3 items in [-1, 1], (optional)) – Plane Normal, The direction the plane points
use_fill (boolean, (optional)) – Fill, Fill in the cut
clear_inner (boolean, (optional)) – Clear Inner, Remove geometry behind the plane
clear_outer (boolean, (optional)) – Clear Outer, Remove geometry in front of the plane
threshold (float in [0, 10], (optional)) – Axis Threshold, Preserves the existing geometry along the cut plane
xstart (int in [-inf, inf], (optional)) – X Start
xend (int in [-inf, inf], (optional)) – X End
ystart (int in [-inf, inf], (optional)) – Y Start
yend (int in [-inf, inf], (optional)) – Y End
flip (boolean, (optional)) – Flip
cursor (int in [0, inf], (optional)) – Cursor, Mouse cursor style to use during the modal operator
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bpy.ops.mesh.
blend_from_shape
(shape='', blend=1.0, add=True)¶ Blend in shape from a shape key
- Parameters
shape (enum in [], (optional)) – Shape, Shape key to use for blending
blend (float in [-1000, 1000], (optional)) – Blend, Blending factor
add (boolean, (optional)) – Add, Add rather than blend between shapes
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bpy.ops.mesh.
bridge_edge_loops
(type='SINGLE', use_merge=False, merge_factor=0.5, twist_offset=0, number_cuts=0, interpolation='PATH', smoothness=1.0, profile_shape_factor=0.0, profile_shape='SMOOTH')¶ Create a bridge of faces between two or more selected edge loops
- Parameters
type (enum in ['SINGLE', 'CLOSED', 'PAIRS'], (optional)) – Connect Loops, Method of bridging multiple loops
use_merge (boolean, (optional)) – Merge, Merge rather than creating faces
merge_factor (float in [0, 1], (optional)) – Merge Factor
twist_offset (int in [-1000, 1000], (optional)) – Twist, Twist offset for closed loops
number_cuts (int in [0, 1000], (optional)) – Number of Cuts
interpolation (enum in ['LINEAR', 'PATH', 'SURFACE'], (optional)) – Interpolation, Interpolation method
smoothness (float in [0, 1000], (optional)) – Smoothness, Smoothness factor
profile_shape_factor (float in [-1000, 1000], (optional)) – Profile Factor, How much intermediary new edges are shrunk/expanded
profile_shape (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR'], (optional)) –
Profile Shape, Shape of the profile
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.
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bpy.ops.mesh.
colors_reverse
()¶ Flip direction of vertex colors inside faces
-
bpy.ops.mesh.
colors_rotate
(use_ccw=False)¶ Rotate vertex colors inside faces
- Parameters
use_ccw (boolean, (optional)) – Counter Clockwise
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bpy.ops.mesh.
convex_hull
(delete_unused=True, use_existing_faces=True, make_holes=False, join_triangles=True, face_threshold=0.698132, shape_threshold=0.698132, uvs=False, vcols=False, seam=False, sharp=False, materials=False)¶ Enclose selected vertices in a convex polyhedron
- Parameters
delete_unused (boolean, (optional)) – Delete Unused, Delete selected elements that are not used by the hull
use_existing_faces (boolean, (optional)) – Use Existing Faces, Skip hull triangles that are covered by a pre-existing face
make_holes (boolean, (optional)) – Make Holes, Delete selected faces that are used by the hull
join_triangles (boolean, (optional)) – Join Triangles, Merge adjacent triangles into quads
face_threshold (float in [0, 3.14159], (optional)) – Max Face Angle, Face angle limit
shape_threshold (float in [0, 3.14159], (optional)) – Max Shape Angle, Shape angle limit
uvs (boolean, (optional)) – Compare UVs
vcols (boolean, (optional)) – Compare VCols
seam (boolean, (optional)) – Compare Seam
sharp (boolean, (optional)) – Compare Sharp
materials (boolean, (optional)) – Compare Materials
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bpy.ops.mesh.
customdata_custom_splitnormals_add
()¶ Add a custom split normals layer, if none exists yet
-
bpy.ops.mesh.
customdata_custom_splitnormals_clear
()¶ Remove the custom split normals layer, if it exists
-
bpy.ops.mesh.
customdata_mask_clear
()¶ Clear vertex sculpt masking data from the mesh
-
bpy.ops.mesh.
customdata_skin_add
()¶ Add a vertex skin layer
-
bpy.ops.mesh.
customdata_skin_clear
()¶ Clear vertex skin layer
-
bpy.ops.mesh.
decimate
(ratio=1.0, use_vertex_group=False, vertex_group_factor=1.0, invert_vertex_group=False, use_symmetry=False, symmetry_axis='Y')¶ Simplify geometry by collapsing edges
- Parameters
ratio (float in [0, 1], (optional)) – Ratio
use_vertex_group (boolean, (optional)) – Vertex Group, Use active vertex group as an influence
vertex_group_factor (float in [0, 1000], (optional)) – Weight, Vertex group strength
invert_vertex_group (boolean, (optional)) – Invert, Invert vertex group influence
use_symmetry (boolean, (optional)) – Symmetry, Maintain symmetry on an axis
symmetry_axis (enum in ['X', 'Y', 'Z'], (optional)) – Axis, Axis of symmetry
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bpy.ops.mesh.
delete
(type='VERT')¶ Delete selected vertices, edges or faces
- Parameters
type (enum in ['VERT', 'EDGE', 'FACE', 'EDGE_FACE', 'ONLY_FACE'], (optional)) – Type, Method used for deleting mesh data
-
bpy.ops.mesh.
delete_edgeloop
(use_face_split=True)¶ Delete an edge loop by merging the faces on each side
- Parameters
use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
-
bpy.ops.mesh.
delete_loose
(use_verts=True, use_edges=True, use_faces=False)¶ Delete loose vertices, edges or faces
- Parameters
use_verts (boolean, (optional)) – Vertices, Remove loose vertices
use_edges (boolean, (optional)) – Edges, Remove loose edges
use_faces (boolean, (optional)) – Faces, Remove loose faces
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bpy.ops.mesh.
dissolve_degenerate
(threshold=0.0001)¶ Dissolve zero area faces and zero length edges
- Parameters
threshold (float in [1e-06, 50], (optional)) – Merge Distance, Maximum distance between elements to merge
-
bpy.ops.mesh.
dissolve_edges
(use_verts=True, use_face_split=False)¶ Dissolve edges, merging faces
- Parameters
use_verts (boolean, (optional)) – Dissolve Vertices, Dissolve remaining vertices
use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
-
bpy.ops.mesh.
dissolve_faces
(use_verts=False)¶ Dissolve faces
- Parameters
use_verts (boolean, (optional)) – Dissolve Vertices, Dissolve remaining vertices
-
bpy.ops.mesh.
dissolve_limited
(angle_limit=0.0872665, use_dissolve_boundaries=False, delimit={'NORMAL'})¶ Dissolve selected edges and vertices, limited by the angle of surrounding geometry
- Parameters
angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit
use_dissolve_boundaries (boolean, (optional)) – All Boundaries, Dissolve all vertices in between face boundaries
delimit (enum set in {'NORMAL', 'MATERIAL', 'SEAM', 'SHARP', 'UV'}, (optional)) –
Delimit, Delimit dissolve operation
NORMAL
Normal, Delimit by face directions.MATERIAL
Material, Delimit by face material.SEAM
Seam, Delimit by edge seams.SHARP
Sharp, Delimit by sharp edges.UV
UVs, Delimit by UV coordinates.
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bpy.ops.mesh.
dissolve_mode
(use_verts=False, use_face_split=False, use_boundary_tear=False)¶ Dissolve geometry based on the selection mode
- Parameters
use_verts (boolean, (optional)) – Dissolve Vertices, Dissolve remaining vertices
use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
use_boundary_tear (boolean, (optional)) – Tear Boundary, Split off face corners instead of merging faces
-
bpy.ops.mesh.
dissolve_verts
(use_face_split=False, use_boundary_tear=False)¶ Dissolve vertices, merge edges and faces
- Parameters
use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
use_boundary_tear (boolean, (optional)) – Tear Boundary, Split off face corners instead of merging faces
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bpy.ops.mesh.
dupli_extrude_cursor
(rotate_source=True)¶ Duplicate and extrude selected vertices, edges or faces towards the mouse cursor
- Parameters
rotate_source (boolean, (optional)) – Rotate Source, Rotate initial selection giving better shape
-
bpy.ops.mesh.
duplicate
(mode=1)¶ Duplicate selected vertices, edges or faces
- Parameters
mode (int in [0, inf], (optional)) – Mode
-
bpy.ops.mesh.
duplicate_move
(MESH_OT_duplicate=None, TRANSFORM_OT_translate=None)¶ Duplicate mesh and move
- Parameters
MESH_OT_duplicate (
MESH_OT_duplicate
, (optional)) – Duplicate, Duplicate selected vertices, edges or facesTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
edge_collapse
()¶ Collapse isolated edge and face regions, merging data such as UV’s and vertex colors. This can collapse edge-rings as well as regions of connected faces into vertices
-
bpy.ops.mesh.
edge_face_add
()¶ Add an edge or face to selected
-
bpy.ops.mesh.
edge_rotate
(use_ccw=False)¶ Rotate selected edge or adjoining faces
- Parameters
use_ccw (boolean, (optional)) – Counter Clockwise
-
bpy.ops.mesh.
edge_split
(type='EDGE')¶ Split selected edges so that each neighbor face gets its own copy
- Parameters
type (enum in ['EDGE', 'VERT'], (optional)) –
Type, Method to use for splitting
EDGE
Faces by Edges, Split faces along selected edges.VERT
Faces & Edges by Vertices, Split faces and edges connected to selected vertices.
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bpy.ops.mesh.
edgering_select
(extend=False, deselect=False, toggle=False, ring=True)¶ Select an edge ring
- Parameters
extend (boolean, (optional)) – Extend, Extend the selection
deselect (boolean, (optional)) – Deselect, Remove from the selection
toggle (boolean, (optional)) – Toggle Select, Toggle the selection
ring (boolean, (optional)) – Select Ring, Select ring
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bpy.ops.mesh.
edges_select_sharp
(sharpness=0.523599)¶ Select all sharp enough edges
- Parameters
sharpness (float in [0.000174533, 3.14159], (optional)) – Sharpness
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bpy.ops.mesh.
extrude_context
(use_normal_flip=False, use_dissolve_ortho_edges=False, mirror=False)¶ Extrude selection
- Parameters
use_normal_flip (boolean, (optional)) – Flip Normals
use_dissolve_ortho_edges (boolean, (optional)) – Dissolve Orthogonal Edges
mirror (boolean, (optional)) – Mirror Editing
-
bpy.ops.mesh.
extrude_context_move
(MESH_OT_extrude_context=None, TRANSFORM_OT_translate=None)¶ Extrude region together along the average normal
- Parameters
MESH_OT_extrude_context (
MESH_OT_extrude_context
, (optional)) – Extrude Context, Extrude selectionTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
extrude_edges_indiv
(use_normal_flip=False, mirror=False)¶ Extrude individual edges only
- Parameters
use_normal_flip (boolean, (optional)) – Flip Normals
mirror (boolean, (optional)) – Mirror Editing
-
bpy.ops.mesh.
extrude_edges_move
(MESH_OT_extrude_edges_indiv=None, TRANSFORM_OT_translate=None)¶ Extrude edges and move result
- Parameters
MESH_OT_extrude_edges_indiv (
MESH_OT_extrude_edges_indiv
, (optional)) – Extrude Only Edges, Extrude individual edges onlyTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
extrude_faces_indiv
(mirror=False)¶ Extrude individual faces only
- Parameters
mirror (boolean, (optional)) – Mirror Editing
-
bpy.ops.mesh.
extrude_faces_move
(MESH_OT_extrude_faces_indiv=None, TRANSFORM_OT_shrink_fatten=None)¶ Extrude each individual face separately along local normals
- Parameters
MESH_OT_extrude_faces_indiv (
MESH_OT_extrude_faces_indiv
, (optional)) – Extrude Individual Faces, Extrude individual faces onlyTRANSFORM_OT_shrink_fatten (
TRANSFORM_OT_shrink_fatten
, (optional)) – Shrink/Fatten, Shrink/fatten selected vertices along normals
-
bpy.ops.mesh.
extrude_manifold
(MESH_OT_extrude_region=None, TRANSFORM_OT_translate=None)¶ Extrude, dissolves edges whose faces form a flat surface and intersect new edges
- Parameters
MESH_OT_extrude_region (
MESH_OT_extrude_region
, (optional)) – Extrude Region, Extrude region of facesTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
extrude_region
(use_normal_flip=False, use_dissolve_ortho_edges=False, mirror=False)¶ Extrude region of faces
- Parameters
use_normal_flip (boolean, (optional)) – Flip Normals
use_dissolve_ortho_edges (boolean, (optional)) – Dissolve Orthogonal Edges
mirror (boolean, (optional)) – Mirror Editing
-
bpy.ops.mesh.
extrude_region_move
(MESH_OT_extrude_region=None, TRANSFORM_OT_translate=None)¶ Extrude region and move result
- Parameters
MESH_OT_extrude_region (
MESH_OT_extrude_region
, (optional)) – Extrude Region, Extrude region of facesTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
extrude_region_shrink_fatten
(MESH_OT_extrude_region=None, TRANSFORM_OT_shrink_fatten=None)¶ Extrude region together along local normals
- Parameters
MESH_OT_extrude_region (
MESH_OT_extrude_region
, (optional)) – Extrude Region, Extrude region of facesTRANSFORM_OT_shrink_fatten (
TRANSFORM_OT_shrink_fatten
, (optional)) – Shrink/Fatten, Shrink/fatten selected vertices along normals
-
bpy.ops.mesh.
extrude_repeat
(steps=10, offset=(0.0, 0.0, 0.0), scale_offset=1.0)¶ Extrude selected vertices, edges or faces repeatedly
- Parameters
steps (int in [0, 1000000], (optional)) – Steps
offset (float array of 3 items in [-100000, 100000], (optional)) – Offset, Offset vector
scale_offset (float in [0, inf], (optional)) – Scale Offset
-
bpy.ops.mesh.
extrude_vertices_move
(MESH_OT_extrude_verts_indiv=None, TRANSFORM_OT_translate=None)¶ Extrude vertices and move result
- Parameters
MESH_OT_extrude_verts_indiv (
MESH_OT_extrude_verts_indiv
, (optional)) – Extrude Only Vertices, Extrude individual vertices onlyTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
extrude_verts_indiv
(mirror=False)¶ Extrude individual vertices only
- Parameters
mirror (boolean, (optional)) – Mirror Editing
-
bpy.ops.mesh.
face_make_planar
(factor=1.0, repeat=1)¶ Flatten selected faces
- Parameters
factor (float in [-10, 10], (optional)) – Factor
repeat (int in [1, 10000], (optional)) – Iterations
-
bpy.ops.mesh.
face_set_extract
(add_boundary_loop=True, smooth_iterations=4, apply_shrinkwrap=True, add_solidify=True)¶ Create a new mesh object from the selected Face Set
- Parameters
add_boundary_loop (boolean, (optional)) – Add Boundary Loop, Add an extra edge loop to better preserve the shape when applying a subdivision surface modifier
smooth_iterations (int in [0, inf], (optional)) – Smooth Iterations, Smooth iterations applied to the extracted mesh
apply_shrinkwrap (boolean, (optional)) – Project to Sculpt, Project the extracted mesh into the original sculpt
add_solidify (boolean, (optional)) – Extract as Solid, Extract the mask as a solid object with a solidify modifier
-
bpy.ops.mesh.
face_split_by_edges
()¶ Weld loose edges into faces (splitting them into new faces)
-
bpy.ops.mesh.
faces_mirror_uv
(direction='POSITIVE', precision=3)¶ Copy mirror UV coordinates on the X axis based on a mirrored mesh
- Parameters
direction (enum in ['POSITIVE', 'NEGATIVE'], (optional)) – Axis Direction
precision (int in [1, 16], (optional)) – Precision, Tolerance for finding vertex duplicates
- File
-
bpy.ops.mesh.
faces_select_linked_flat
(sharpness=0.0174533)¶ Select linked faces by angle
- Parameters
sharpness (float in [0.000174533, 3.14159], (optional)) – Sharpness
-
bpy.ops.mesh.
faces_shade_flat
()¶ Display faces flat
-
bpy.ops.mesh.
faces_shade_smooth
()¶ Display faces smooth (using vertex normals)
-
bpy.ops.mesh.
fill
(use_beauty=True)¶ Fill a selected edge loop with faces
- Parameters
use_beauty (boolean, (optional)) – Beauty, Use best triangulation division
-
bpy.ops.mesh.
fill_grid
(span=1, offset=0, use_interp_simple=False)¶ Fill grid from two loops
- Parameters
span (int in [1, 1000], (optional)) – Span, Number of grid columns
offset (int in [-1000, 1000], (optional)) – Offset, Vertex that is the corner of the grid
use_interp_simple (boolean, (optional)) – Simple Blending, Use simple interpolation of grid vertices
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bpy.ops.mesh.
fill_holes
(sides=4)¶ Fill in holes (boundary edge loops)
- Parameters
sides (int in [0, 1000], (optional)) – Sides, Number of sides in hole required to fill (zero fills all holes)
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bpy.ops.mesh.
flip_normals
(only_clnors=False)¶ Flip the direction of selected faces’ normals (and of their vertices)
- Parameters
only_clnors (boolean, (optional)) – Custom Normals Only, Only flip the custom loop normals of the selected elements
-
bpy.ops.mesh.
hide
(unselected=False)¶ Hide (un)selected vertices, edges or faces
- Parameters
unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected
-
bpy.ops.mesh.
inset
(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_edge_rail=False, thickness=0.0, depth=0.0, use_outset=False, use_select_inset=False, use_individual=False, use_interpolate=True, release_confirm=False)¶ Inset new faces into selected faces
- Parameters
use_boundary (boolean, (optional)) – Boundary, Inset face boundaries
use_even_offset (boolean, (optional)) – Offset Even, Scale the offset to give more even thickness
use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
use_edge_rail (boolean, (optional)) – Edge Rail, Inset the region along existing edges
thickness (float in [0, inf], (optional)) – Thickness
depth (float in [-inf, inf], (optional)) – Depth
use_outset (boolean, (optional)) – Outset, Outset rather than inset
use_select_inset (boolean, (optional)) – Select Outer, Select the new inset faces
use_individual (boolean, (optional)) – Individual, Individual face inset
use_interpolate (boolean, (optional)) – Interpolate, Blend face data across the inset
release_confirm (boolean, (optional)) – Confirm on Release
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bpy.ops.mesh.
intersect
(mode='SELECT_UNSELECT', separate_mode='CUT', threshold=1e-06, solver='EXACT')¶ Cut an intersection into faces
- Parameters
mode (enum in ['SELECT', 'SELECT_UNSELECT'], (optional)) –
Source
SELECT
Self Intersect, Self intersect selected faces.SELECT_UNSELECT
Selected/Unselected, Intersect selected with unselected faces.
separate_mode (enum in ['ALL', 'CUT', 'NONE'], (optional)) –
Separate Mode
ALL
All, Separate all geometry from intersections.CUT
Cut, Cut into geometry keeping each side separate (Selected/Unselected only).NONE
Merge, Merge all geometry from the intersection.
threshold (float in [0, 0.01], (optional)) – Merge Threshold
solver (enum in ['FAST', 'EXACT'], (optional)) –
Solver, Which Intersect solver to use
FAST
Fast, Faster solver, some limitations.EXACT
Exact, Exact solver, slower, handles more cases.
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bpy.ops.mesh.
intersect_boolean
(operation='DIFFERENCE', use_swap=False, use_self=False, threshold=1e-06, solver='EXACT')¶ Cut solid geometry from selected to unselected
- Parameters
operation (enum in ['INTERSECT', 'UNION', 'DIFFERENCE'], (optional)) – Boolean Operation, Which boolean operation to apply
use_swap (boolean, (optional)) – Swap, Use with difference intersection to swap which side is kept
use_self (boolean, (optional)) – Self, Do self-union or self-intersection
threshold (float in [0, 0.01], (optional)) – Merge Threshold
solver (enum in ['FAST', 'EXACT'], (optional)) –
Solver, Which Boolean solver to use
FAST
Fast, Faster solver, some limitations.EXACT
Exact, Exact solver, slower, handles more cases.
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bpy.ops.mesh.
knife_project
(cut_through=False)¶ Use other objects outlines and boundaries to project knife cuts
- Parameters
cut_through (boolean, (optional)) – Cut Through, Cut through all faces, not just visible ones
-
bpy.ops.mesh.
knife_tool
(use_occlude_geometry=True, only_selected=False, wait_for_input=True)¶ Cut new topology
- Parameters
use_occlude_geometry (boolean, (optional)) – Occlude Geometry, Only cut the front most geometry
only_selected (boolean, (optional)) – Only Selected, Only cut selected geometry
wait_for_input (boolean, (optional)) – Wait for Input
-
bpy.ops.mesh.
loop_multi_select
(ring=False)¶ Select a loop of connected edges by connection type
- Parameters
ring (boolean, (optional)) – Ring
-
bpy.ops.mesh.
loop_select
(extend=False, deselect=False, toggle=False, ring=False)¶ Select a loop of connected edges
- Parameters
extend (boolean, (optional)) – Extend Select, Extend the selection
deselect (boolean, (optional)) – Deselect, Remove from the selection
toggle (boolean, (optional)) – Toggle Select, Toggle the selection
ring (boolean, (optional)) – Select Ring, Select ring
-
bpy.ops.mesh.
loop_to_region
(select_bigger=False)¶ Select region of faces inside of a selected loop of edges
- Parameters
select_bigger (boolean, (optional)) – Select Bigger, Select bigger regions instead of smaller ones
-
bpy.ops.mesh.
loopcut
(number_cuts=1, smoothness=0.0, falloff='INVERSE_SQUARE', object_index=- 1, edge_index=- 1, mesh_select_mode_init=(False, False, False))¶ Add a new loop between existing loops
- Parameters
number_cuts (int in [1, 1000000], (optional)) – Number of Cuts
smoothness (float in [-1000, 1000], (optional)) – Smoothness, Smoothness factor
falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR'], (optional)) –
Falloff, Falloff type the feather
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.
object_index (int in [-1, inf], (optional)) – Object Index
edge_index (int in [-1, inf], (optional)) – Edge Index
-
bpy.ops.mesh.
loopcut_slide
(MESH_OT_loopcut=None, TRANSFORM_OT_edge_slide=None)¶ Cut mesh loop and slide it
- Parameters
MESH_OT_loopcut (
MESH_OT_loopcut
, (optional)) – Loop Cut, Add a new loop between existing loopsTRANSFORM_OT_edge_slide (
TRANSFORM_OT_edge_slide
, (optional)) – Edge Slide, Slide an edge loop along a mesh
-
bpy.ops.mesh.
mark_freestyle_edge
(clear=False)¶ (Un)mark selected edges as Freestyle feature edges
- Parameters
clear (boolean, (optional)) – Clear
-
bpy.ops.mesh.
mark_freestyle_face
(clear=False)¶ (Un)mark selected faces for exclusion from Freestyle feature edge detection
- Parameters
clear (boolean, (optional)) – Clear
-
bpy.ops.mesh.
mark_seam
(clear=False)¶ (Un)mark selected edges as a seam
- Parameters
clear (boolean, (optional)) – Clear
-
bpy.ops.mesh.
mark_sharp
(clear=False, use_verts=False)¶ (Un)mark selected edges as sharp
- Parameters
clear (boolean, (optional)) – Clear
use_verts (boolean, (optional)) – Vertices, Consider vertices instead of edges to select which edges to (un)tag as sharp
-
bpy.ops.mesh.
merge
(type='CENTER', uvs=False)¶ Merge selected vertices
- Parameters
type (enum in ['CENTER', 'CURSOR', 'COLLAPSE', 'FIRST', 'LAST'], (optional)) – Type, Merge method to use
uvs (boolean, (optional)) – UVs, Move UVs according to merge
-
bpy.ops.mesh.
merge_normals
()¶ Merge custom normals of selected vertices
-
bpy.ops.mesh.
mod_weighted_strength
(set=False, face_strength='MEDIUM')¶ Set/Get strength of face (used in Weighted Normal modifier)
- Parameters
set (boolean, (optional)) – Set Value, Set value of faces
face_strength (enum in ['WEAK', 'MEDIUM', 'STRONG'], (optional)) – Face Strength, Strength to use for assigning or selecting face influence for weighted normal modifier
-
bpy.ops.mesh.
normals_make_consistent
(inside=False)¶ Make face and vertex normals point either outside or inside the mesh
- Parameters
inside (boolean, (optional)) – Inside
-
bpy.ops.mesh.
normals_tools
(mode='COPY', absolute=False)¶ Custom normals tools using Normal Vector of UI
- Parameters
mode (enum in ['COPY', 'PASTE', 'ADD', 'MULTIPLY', 'RESET'], (optional)) –
Mode, Mode of tools taking input from interface
COPY
Copy Normal, Copy normal to buffer.PASTE
Paste Normal, Paste normal from buffer.ADD
Add Normal, Add normal vector with selection.MULTIPLY
Multiply Normal, Multiply normal vector with selection.RESET
Reset Normal, Reset buffer and/or normal of selected element.
absolute (boolean, (optional)) – Absolute Coordinates, Copy Absolute coordinates or Normal vector
-
bpy.ops.mesh.
offset_edge_loops
(use_cap_endpoint=False)¶ Create offset edge loop from the current selection
- Parameters
use_cap_endpoint (boolean, (optional)) – Cap Endpoint, Extend loop around end-points
-
bpy.ops.mesh.
offset_edge_loops_slide
(MESH_OT_offset_edge_loops=None, TRANSFORM_OT_edge_slide=None)¶ Offset edge loop slide
- Parameters
MESH_OT_offset_edge_loops (
MESH_OT_offset_edge_loops
, (optional)) – Offset Edge Loop, Create offset edge loop from the current selectionTRANSFORM_OT_edge_slide (
TRANSFORM_OT_edge_slide
, (optional)) – Edge Slide, Slide an edge loop along a mesh
-
bpy.ops.mesh.
paint_mask_extract
(mask_threshold=0.5, add_boundary_loop=True, smooth_iterations=4, apply_shrinkwrap=True, add_solidify=True)¶ Create a new mesh object from the current paint mask
- Parameters
mask_threshold (float in [0, 1], (optional)) – Threshold, Minimum mask value to consider the vertex valid to extract a face from the original mesh
add_boundary_loop (boolean, (optional)) – Add Boundary Loop, Add an extra edge loop to better preserve the shape when applying a subdivision surface modifier
smooth_iterations (int in [0, inf], (optional)) – Smooth Iterations, Smooth iterations applied to the extracted mesh
apply_shrinkwrap (boolean, (optional)) – Project to Sculpt, Project the extracted mesh into the original sculpt
add_solidify (boolean, (optional)) – Extract as Solid, Extract the mask as a solid object with a solidify modifier
-
bpy.ops.mesh.
paint_mask_slice
(mask_threshold=0.5, fill_holes=True, new_object=True)¶ Slices the paint mask from the mesh
- Parameters
mask_threshold (float in [0, 1], (optional)) – Threshold, Minimum mask value to consider the vertex valid to extract a face from the original mesh
fill_holes (boolean, (optional)) – Fill Holes, Fill holes after slicing the mask
new_object (boolean, (optional)) – Slice to New Object, Create a new object from the sliced mask
-
bpy.ops.mesh.
point_normals
(mode='COORDINATES', invert=False, align=False, target_location=(0.0, 0.0, 0.0), spherize=False, spherize_strength=0.1)¶ Point selected custom normals to specified Target
- Parameters
mode (enum in ['COORDINATES', 'MOUSE'], (optional)) –
Mode, How to define coordinates to point custom normals to
COORDINATES
Coordinates, Use static coordinates (defined by various means).MOUSE
Mouse, Follow mouse cursor.
invert (boolean, (optional)) – Invert, Invert affected normals
align (boolean, (optional)) – Align, Make all affected normals parallel
target_location (float array of 3 items in [-inf, inf], (optional)) – Target, Target location to which normals will point
spherize (boolean, (optional)) – Spherize, Interpolate between original and new normals
spherize_strength (float in [0, 1], (optional)) – Spherize Strength, Ratio of spherized normal to original normal
-
bpy.ops.mesh.
poke
(offset=0.0, use_relative_offset=False, center_mode='MEDIAN_WEIGHTED')¶ Split a face into a fan
- Parameters
offset (float in [-1000, 1000], (optional)) – Poke Offset, Poke Offset
use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
center_mode (enum in ['MEDIAN_WEIGHTED', 'MEDIAN', 'BOUNDS'], (optional)) –
Poke Center, Poke face center calculation
MEDIAN_WEIGHTED
Weighted Median, Weighted median face center.MEDIAN
Median, Median face center.BOUNDS
Bounds, Face bounds center.
-
bpy.ops.mesh.
polybuild_delete_at_cursor
(mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False)¶ Undocumented, consider contributing.
- Parameters
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.CONSTANT
Constant, Constant falloff.RANDOM
Random, Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
-
bpy.ops.mesh.
polybuild_dissolve_at_cursor
()¶ Undocumented, consider contributing.
-
bpy.ops.mesh.
polybuild_extrude_at_cursor_move
(MESH_OT_polybuild_transform_at_cursor=None, MESH_OT_extrude_edges_indiv=None, TRANSFORM_OT_translate=None)¶ Undocumented, consider contributing.
- Parameters
MESH_OT_polybuild_transform_at_cursor (
MESH_OT_polybuild_transform_at_cursor
, (optional)) – Poly Build Transform at CursorMESH_OT_extrude_edges_indiv (
MESH_OT_extrude_edges_indiv
, (optional)) – Extrude Only Edges, Extrude individual edges onlyTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
polybuild_face_at_cursor
(create_quads=True, mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False)¶ Undocumented, consider contributing.
- Parameters
create_quads (boolean, (optional)) – Create Quads, Automatically split edges in triangles to maintain quad topology
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.CONSTANT
Constant, Constant falloff.RANDOM
Random, Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
-
bpy.ops.mesh.
polybuild_face_at_cursor_move
(MESH_OT_polybuild_face_at_cursor=None, TRANSFORM_OT_translate=None)¶ Undocumented, consider contributing.
- Parameters
MESH_OT_polybuild_face_at_cursor (
MESH_OT_polybuild_face_at_cursor
, (optional)) – Poly Build Face at CursorTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
polybuild_split_at_cursor
(mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False)¶ Undocumented, consider contributing.
- Parameters
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.CONSTANT
Constant, Constant falloff.RANDOM
Random, Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
-
bpy.ops.mesh.
polybuild_split_at_cursor_move
(MESH_OT_polybuild_split_at_cursor=None, TRANSFORM_OT_translate=None)¶ Undocumented, consider contributing.
- Parameters
MESH_OT_polybuild_split_at_cursor (
MESH_OT_polybuild_split_at_cursor
, (optional)) – Poly Build Split at CursorTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
polybuild_transform_at_cursor
(mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False)¶ Undocumented, consider contributing.
- Parameters
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.CONSTANT
Constant, Constant falloff.RANDOM
Random, Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
-
bpy.ops.mesh.
polybuild_transform_at_cursor_move
(MESH_OT_polybuild_transform_at_cursor=None, TRANSFORM_OT_translate=None)¶ Undocumented, consider contributing.
- Parameters
MESH_OT_polybuild_transform_at_cursor (
MESH_OT_polybuild_transform_at_cursor
, (optional)) – Poly Build Transform at CursorTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
primitive_circle_add
(vertices=32, radius=1.0, fill_type='NOTHING', calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a circle mesh
- Parameters
vertices (int in [3, 10000000], (optional)) – Vertices
radius (float in [0, inf], (optional)) – Radius
fill_type (enum in ['NOTHING', 'NGON', 'TRIFAN'], (optional)) –
Fill Type
NOTHING
Nothing, Don’t fill at all.NGON
N-Gon, Use n-gons.TRIFAN
Triangle Fan, Use triangle fans.
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_cone_add
(vertices=32, radius1=1.0, radius2=0.0, depth=2.0, end_fill_type='NGON', calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a conic mesh
- Parameters
vertices (int in [3, 10000000], (optional)) – Vertices
radius1 (float in [0, inf], (optional)) – Radius 1
radius2 (float in [0, inf], (optional)) – Radius 2
depth (float in [0, inf], (optional)) – Depth
end_fill_type (enum in ['NOTHING', 'NGON', 'TRIFAN'], (optional)) –
Base Fill Type
NOTHING
Nothing, Don’t fill at all.NGON
N-Gon, Use n-gons.TRIFAN
Triangle Fan, Use triangle fans.
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_cube_add
(size=2.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a cube mesh
- Parameters
size (float in [0, inf], (optional)) – Size
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_cube_add_gizmo
(calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0), matrix=((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)))¶ Construct a cube mesh
- Parameters
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
matrix (float multi-dimensional array of 4 * 4 items in [-inf, inf], (optional)) – Matrix
-
bpy.ops.mesh.
primitive_cylinder_add
(vertices=32, radius=1.0, depth=2.0, end_fill_type='NGON', calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a cylinder mesh
- Parameters
vertices (int in [3, 10000000], (optional)) – Vertices
radius (float in [0, inf], (optional)) – Radius
depth (float in [0, inf], (optional)) – Depth
end_fill_type (enum in ['NOTHING', 'NGON', 'TRIFAN'], (optional)) –
Cap Fill Type
NOTHING
Nothing, Don’t fill at all.NGON
N-Gon, Use n-gons.TRIFAN
Triangle Fan, Use triangle fans.
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_grid_add
(x_subdivisions=10, y_subdivisions=10, size=2.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a grid mesh
- Parameters
x_subdivisions (int in [1, 10000000], (optional)) – X Subdivisions
y_subdivisions (int in [1, 10000000], (optional)) – Y Subdivisions
size (float in [0, inf], (optional)) – Size
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_ico_sphere_add
(subdivisions=2, radius=1.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct an Icosphere mesh
- Parameters
subdivisions (int in [1, 10], (optional)) – Subdivisions
radius (float in [0, inf], (optional)) – Radius
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_monkey_add
(size=2.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a Suzanne mesh
- Parameters
size (float in [0, inf], (optional)) – Size
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_plane_add
(size=2.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a filled planar mesh with 4 vertices
- Parameters
size (float in [0, inf], (optional)) – Size
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_torus_add
(align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), major_segments=48, minor_segments=12, mode='MAJOR_MINOR', major_radius=1.0, minor_radius=0.25, abso_major_rad=1.25, abso_minor_rad=0.75, generate_uvs=True)¶ Construct a torus mesh
- Parameters
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align
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
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation
major_segments (int in [3, 256], (optional)) – Major Segments, Number of segments for the main ring of the torus
minor_segments (int in [3, 256], (optional)) – Minor Segments, Number of segments for the minor ring of the torus
mode (enum in ['MAJOR_MINOR', 'EXT_INT'], (optional)) –
Dimensions Mode
MAJOR_MINOR
Major/Minor, Use the major/minor radii for torus dimensions.EXT_INT
Exterior/Interior, Use the exterior/interior radii for torus dimensions.
major_radius (float in [0, 10000], (optional)) – Major Radius, Radius from the origin to the center of the cross sections
minor_radius (float in [0, 10000], (optional)) – Minor Radius, Radius of the torus’ cross section
abso_major_rad (float in [0, 10000], (optional)) – Exterior Radius, Total Exterior Radius of the torus
abso_minor_rad (float in [0, 10000], (optional)) – Interior Radius, Total Interior Radius of the torus
generate_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
- File
-
bpy.ops.mesh.
primitive_uv_sphere_add
(segments=32, ring_count=16, radius=1.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a UV sphere mesh
- Parameters
segments (int in [3, 100000], (optional)) – Segments
ring_count (int in [3, 100000], (optional)) – Rings
radius (float in [0, inf], (optional)) – Radius
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
quads_convert_to_tris
(quad_method='BEAUTY', ngon_method='BEAUTY')¶ Triangulate selected faces
- Parameters
quad_method (enum in ['BEAUTY', 'FIXED', 'FIXED_ALTERNATE', 'SHORTEST_DIAGONAL'], (optional)) –
Quad Method, Method for splitting the quads into triangles
BEAUTY
Beauty, Split the quads in nice triangles, slower method.FIXED
Fixed, Split the quads on the first and third vertices.FIXED_ALTERNATE
Fixed Alternate, Split the quads on the 2nd and 4th vertices.SHORTEST_DIAGONAL
Shortest Diagonal, Split the quads based on the distance between the vertices.
ngon_method (enum in ['BEAUTY', 'CLIP'], (optional)) –
N-gon Method, Method for splitting the n-gons into triangles
BEAUTY
Beauty, Arrange the new triangles evenly (slow).CLIP
Clip, Split the polygons with an ear clipping algorithm.
-
bpy.ops.mesh.
region_to_loop
()¶ Select boundary edges around the selected faces
-
bpy.ops.mesh.
remove_doubles
(threshold=0.0001, use_unselected=False, use_sharp_edge_from_normals=False)¶ Merge vertices based on their proximity
- Parameters
threshold (float in [1e-06, 50], (optional)) – Merge Distance, Maximum distance between elements to merge
use_unselected (boolean, (optional)) – Unselected, Merge selected to other unselected vertices
use_sharp_edge_from_normals (boolean, (optional)) – Sharp Edges, Calculate sharp edges using custom normal data (when available)
-
bpy.ops.mesh.
reveal
(select=True)¶ Reveal all hidden vertices, edges and faces
- Parameters
select (boolean, (optional)) – Select
-
bpy.ops.mesh.
rip
(mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False, use_fill=False)¶ Disconnect vertex or edges from connected geometry
- Parameters
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.CONSTANT
Constant, Constant falloff.RANDOM
Random, Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
use_fill (boolean, (optional)) – Fill, Fill the ripped region
-
bpy.ops.mesh.
rip_edge
(mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False)¶ Extend vertices along the edge closest to the cursor
- Parameters
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.CONSTANT
Constant, Constant falloff.RANDOM
Random, Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
-
bpy.ops.mesh.
rip_edge_move
(MESH_OT_rip_edge=None, TRANSFORM_OT_translate=None)¶ Extend vertices and move the result
- Parameters
MESH_OT_rip_edge (
MESH_OT_rip_edge
, (optional)) – Extend Vertices, Extend vertices along the edge closest to the cursorTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
rip_move
(MESH_OT_rip=None, TRANSFORM_OT_translate=None)¶ Rip polygons and move the result
- Parameters
MESH_OT_rip (
MESH_OT_rip
, (optional)) – Rip, Disconnect vertex or edges from connected geometryTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
screw
(steps=9, turns=1, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 0.0))¶ Extrude selected vertices in screw-shaped rotation around the cursor in indicated viewport
- Parameters
steps (int in [1, 100000], (optional)) – Steps, Steps
turns (int in [1, 100000], (optional)) – Turns, Turns
center (float array of 3 items in [-inf, inf], (optional)) – Center, Center in global view space
axis (float array of 3 items in [-1, 1], (optional)) – Axis, Axis in global view space
-
bpy.ops.mesh.
sculpt_vertex_color_add
()¶ Add vertex color layer
-
bpy.ops.mesh.
sculpt_vertex_color_remove
()¶ Remove vertex color layer
-
bpy.ops.mesh.
select_all
(action='TOGGLE')¶ (De)select all vertices, edges or faces
- Parameters
action (enum in ['TOGGLE', 'SELECT', 'DESELECT', 'INVERT'], (optional)) –
Action, Selection action to execute
TOGGLE
Toggle, Toggle selection for all elements.SELECT
Select, Select all elements.DESELECT
Deselect, Deselect all elements.INVERT
Invert, Invert selection of all elements.
-
bpy.ops.mesh.
select_axis
(orientation='LOCAL', sign='POS', axis='X', threshold=0.0001)¶ Select all data in the mesh on a single axis
- Parameters
orientation (enum in ['GLOBAL', 'LOCAL', 'NORMAL', 'GIMBAL', 'VIEW', 'CURSOR'], (optional)) –
Axis Mode, Axis orientation
GLOBAL
Global, Align the transformation axes to world space.LOCAL
Local, Align the transformation axes to the selected objects’ local space.NORMAL
Normal, Align the transformation axes to average normal of selected elements (bone Y axis for pose mode).GIMBAL
Gimbal, Align each axis to the Euler rotation axis as used for input.VIEW
View, Align the transformation axes to the window.CURSOR
Cursor, Align the transformation axes to the 3D cursor.
sign (enum in ['POS', 'NEG', 'ALIGN'], (optional)) – Axis Sign, Side to select
axis (enum in ['X', 'Y', 'Z'], (optional)) – Axis, Select the axis to compare each vertex on
threshold (float in [1e-06, 50], (optional)) – Threshold
-
bpy.ops.mesh.
select_face_by_sides
(number=4, type='EQUAL', extend=True)¶ Select vertices or faces by the number of polygon sides
- Parameters
number (int in [3, inf], (optional)) – Number of Vertices
type (enum in ['LESS', 'EQUAL', 'GREATER', 'NOTEQUAL'], (optional)) – Type, Type of comparison to make
extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.mesh.
select_interior_faces
()¶ Select faces where all edges have more than 2 face users
-
bpy.ops.mesh.
select_less
(use_face_step=True)¶ Deselect vertices, edges or faces at the boundary of each selection region
- Parameters
use_face_step (boolean, (optional)) – Face Step, Connected faces (instead of edges)
-
bpy.ops.mesh.
select_linked
(delimit={'SEAM'})¶ Select all vertices connected to the current selection
- Parameters
delimit (enum set in {'NORMAL', 'MATERIAL', 'SEAM', 'SHARP', 'UV'}, (optional)) –
Delimit, Delimit selected region
NORMAL
Normal, Delimit by face directions.MATERIAL
Material, Delimit by face material.SEAM
Seam, Delimit by edge seams.SHARP
Sharp, Delimit by sharp edges.UV
UVs, Delimit by UV coordinates.
-
bpy.ops.mesh.
select_linked_pick
(deselect=False, delimit={'SEAM'}, object_index=- 1, index=- 1)¶ (De)select all vertices linked to the edge under the mouse cursor
- Parameters
deselect (boolean, (optional)) – Deselect
delimit (enum set in {'NORMAL', 'MATERIAL', 'SEAM', 'SHARP', 'UV'}, (optional)) –
Delimit, Delimit selected region
NORMAL
Normal, Delimit by face directions.MATERIAL
Material, Delimit by face material.SEAM
Seam, Delimit by edge seams.SHARP
Sharp, Delimit by sharp edges.UV
UVs, Delimit by UV coordinates.
-
bpy.ops.mesh.
select_loose
(extend=False)¶ Select loose geometry based on the selection mode
- Parameters
extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.mesh.
select_mirror
(axis={'X'}, extend=False)¶ Select mesh items at mirrored locations
- Parameters
axis (enum set in {'X', 'Y', 'Z'}, (optional)) – Axis
extend (boolean, (optional)) – Extend, Extend the existing selection
-
bpy.ops.mesh.
select_mode
(use_extend=False, use_expand=False, type='VERT', action='TOGGLE')¶ Change selection mode
- Parameters
use_extend (boolean, (optional)) – Extend
use_expand (boolean, (optional)) – Expand
type (enum in ['VERT', 'EDGE', 'FACE'], (optional)) –
Type
VERT
Vertex, Vertex selection mode.EDGE
Edge, Edge selection mode.FACE
Face, Face selection mode.
action (enum in ['DISABLE', 'ENABLE', 'TOGGLE'], (optional)) –
Action, Selection action to execute
DISABLE
Disable, Disable selected markers.ENABLE
Enable, Enable selected markers.TOGGLE
Toggle, Toggle disabled flag for selected markers.
-
bpy.ops.mesh.
select_more
(use_face_step=True)¶ Select more vertices, edges or faces connected to initial selection
- Parameters
use_face_step (boolean, (optional)) – Face Step, Connected faces (instead of edges)
-
bpy.ops.mesh.
select_next_item
()¶ Select the next element (using selection order)
-
bpy.ops.mesh.
select_non_manifold
(extend=True, use_wire=True, use_boundary=True, use_multi_face=True, use_non_contiguous=True, use_verts=True)¶ Select all non-manifold vertices or edges
- Parameters
extend (boolean, (optional)) – Extend, Extend the selection
use_wire (boolean, (optional)) – Wire, Wire edges
use_boundary (boolean, (optional)) – Boundaries, Boundary edges
use_multi_face (boolean, (optional)) – Multiple Faces, Edges shared by more than two faces
use_non_contiguous (boolean, (optional)) – Non Contiguous, Edges between faces pointing in alternate directions
use_verts (boolean, (optional)) – Vertices, Vertices connecting multiple face regions
-
bpy.ops.mesh.
select_nth
(skip=1, nth=1, offset=0)¶ Deselect every Nth element starting from the active vertex, edge or face
- Parameters
skip (int in [1, inf], (optional)) – Deselected, Number of deselected elements in the repetitive sequence
nth (int in [1, inf], (optional)) – Selected, Number of selected elements in the repetitive sequence
offset (int in [-inf, inf], (optional)) – Offset, Offset from the starting point
-
bpy.ops.mesh.
select_prev_item
()¶ Select the previous element (using selection order)
-
bpy.ops.mesh.
select_random
(ratio=0.5, seed=0, action='SELECT')¶ Randomly select vertices
- Parameters
ratio (float in [0, 1], (optional)) – Ratio, Portion of items to select randomly
seed (int in [0, inf], (optional)) – Random Seed, Seed for the random number generator
action (enum in ['SELECT', 'DESELECT'], (optional)) –
Action, Selection action to execute
SELECT
Select, Select all elements.DESELECT
Deselect, Deselect all elements.
-
bpy.ops.mesh.
select_similar
(type='NORMAL', compare='EQUAL', threshold=0.0)¶ Select similar vertices, edges or faces by property types
- Parameters
type (enum in ['NORMAL', 'FACE', 'VGROUP', 'EDGE', 'LENGTH', 'DIR', 'FACE', 'FACE_ANGLE', 'CREASE', 'BEVEL', 'SEAM', 'SHARP', 'FREESTYLE_EDGE', 'MATERIAL', 'AREA', 'SIDES', 'PERIMETER', 'NORMAL', 'COPLANAR', 'SMOOTH', 'FACE_MAP', 'FREESTYLE_FACE'], (optional)) – Type
compare (enum in ['EQUAL', 'GREATER', 'LESS'], (optional)) – Compare
threshold (float in [0, 1], (optional)) – Threshold
-
bpy.ops.mesh.
select_similar_region
()¶ Select similar face regions to the current selection
-
bpy.ops.mesh.
select_ungrouped
(extend=False)¶ Select vertices without a group
- Parameters
extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.mesh.
separate
(type='SELECTED')¶ Separate selected geometry into a new mesh
- Parameters
type (enum in ['SELECTED', 'MATERIAL', 'LOOSE'], (optional)) – Type
-
bpy.ops.mesh.
set_normals_from_faces
(keep_sharp=False)¶ Set the custom normals from the selected faces ones
- Parameters
keep_sharp (boolean, (optional)) – Keep Sharp Edges, Do not set sharp edges to face
-
bpy.ops.mesh.
shape_propagate_to_all
()¶ Apply selected vertex locations to all other shape keys
-
bpy.ops.mesh.
shortest_path_pick
(edge_mode='SELECT', use_face_step=False, use_topology_distance=False, use_fill=False, skip=0, nth=1, offset=0, index=- 1)¶ Select shortest path between two selections
- Parameters
edge_mode (enum in ['SELECT', 'SEAM', 'SHARP', 'CREASE', 'BEVEL', 'FREESTYLE'], (optional)) – Edge Tag, The edge flag to tag when selecting the shortest path
use_face_step (boolean, (optional)) – Face Stepping, Traverse connected faces (includes diagonals and edge-rings)
use_topology_distance (boolean, (optional)) – Topology Distance, Find the minimum number of steps, ignoring spatial distance
use_fill (boolean, (optional)) – Fill Region, Select all paths between the source/destination elements
skip (int in [0, inf], (optional)) – Deselected, Number of deselected elements in the repetitive sequence
nth (int in [1, inf], (optional)) – Selected, Number of selected elements in the repetitive sequence
offset (int in [-inf, inf], (optional)) – Offset, Offset from the starting point
-
bpy.ops.mesh.
shortest_path_select
(edge_mode='SELECT', use_face_step=False, use_topology_distance=False, use_fill=False, skip=0, nth=1, offset=0)¶ Selected shortest path between two vertices/edges/faces
- Parameters
edge_mode (enum in ['SELECT', 'SEAM', 'SHARP', 'CREASE', 'BEVEL', 'FREESTYLE'], (optional)) – Edge Tag, The edge flag to tag when selecting the shortest path
use_face_step (boolean, (optional)) – Face Stepping, Traverse connected faces (includes diagonals and edge-rings)
use_topology_distance (boolean, (optional)) – Topology Distance, Find the minimum number of steps, ignoring spatial distance
use_fill (boolean, (optional)) – Fill Region, Select all paths between the source/destination elements
skip (int in [0, inf], (optional)) – Deselected, Number of deselected elements in the repetitive sequence
nth (int in [1, inf], (optional)) – Selected, Number of selected elements in the repetitive sequence
offset (int in [-inf, inf], (optional)) – Offset, Offset from the starting point
-
bpy.ops.mesh.
smooth_normals
(factor=0.5)¶ Smooth custom normals based on adjacent vertex normals
- Parameters
factor (float in [0, 1], (optional)) – Factor, Specifies weight of smooth vs original normal
-
bpy.ops.mesh.
solidify
(thickness=0.01)¶ Create a solid skin by extruding, compensating for sharp angles
- Parameters
thickness (float in [-10000, 10000], (optional)) – Thickness
-
bpy.ops.mesh.
sort_elements
(type='VIEW_ZAXIS', elements={'VERT'}, reverse=False, seed=0)¶ The order of selected vertices/edges/faces is modified, based on a given method
- Parameters
type (enum in ['VIEW_ZAXIS', 'VIEW_XAXIS', 'CURSOR_DISTANCE', 'MATERIAL', 'SELECTED', 'RANDOMIZE', 'REVERSE'], (optional)) –
Type, Type of reordering operation to apply
VIEW_ZAXIS
View Z Axis, Sort selected elements from farthest to nearest one in current view.VIEW_XAXIS
View X Axis, Sort selected elements from left to right one in current view.CURSOR_DISTANCE
Cursor Distance, Sort selected elements from nearest to farthest from 3D cursor.MATERIAL
Material, Sort selected faces from smallest to greatest material index.SELECTED
Selected, Move all selected elements in first places, preserving their relative order. Warning: This will affect unselected elements’ indices as well.RANDOMIZE
Randomize, Randomize order of selected elements.REVERSE
Reverse, Reverse current order of selected elements.
elements (enum set in {'VERT', 'EDGE', 'FACE'}, (optional)) – Elements, Which elements to affect (vertices, edges and/or faces)
reverse (boolean, (optional)) – Reverse, Reverse the sorting effect
seed (int in [0, inf], (optional)) – Seed, Seed for random-based operations
-
bpy.ops.mesh.
spin
(steps=12, dupli=False, angle=1.5708, use_auto_merge=True, use_normal_flip=False, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 0.0))¶ Extrude selected vertices in a circle around the cursor in indicated viewport
- Parameters
steps (int in [0, 1000000], (optional)) – Steps, Steps
dupli (boolean, (optional)) – Use Duplicates
angle (float in [-inf, inf], (optional)) – Angle, Rotation for each step
use_auto_merge (boolean, (optional)) – Auto Merge, Merge first/last when the angle is a full revolution
use_normal_flip (boolean, (optional)) – Flip Normals
center (float array of 3 items in [-inf, inf], (optional)) – Center, Center in global view space
axis (float array of 3 items in [-1, 1], (optional)) – Axis, Axis in global view space
-
bpy.ops.mesh.
split
()¶ Split off selected geometry from connected unselected geometry
-
bpy.ops.mesh.
split_normals
()¶ Split custom normals of selected vertices
-
bpy.ops.mesh.
subdivide
(number_cuts=1, smoothness=0.0, ngon=True, quadcorner='STRAIGHT_CUT', fractal=0.0, fractal_along_normal=0.0, seed=0)¶ Subdivide selected edges
- Parameters
number_cuts (int in [1, 100], (optional)) – Number of Cuts
smoothness (float in [0, 1000], (optional)) – Smoothness, Smoothness factor
ngon (boolean, (optional)) – Create N-Gons, When disabled, newly created faces are limited to 3 and 4 sided faces
quadcorner (enum in ['INNERVERT', 'PATH', 'STRAIGHT_CUT', 'FAN'], (optional)) – Quad Corner Type, How to subdivide quad corners (anything other than Straight Cut will prevent n-gons)
fractal (float in [0, 1e+06], (optional)) – Fractal, Fractal randomness factor
fractal_along_normal (float in [0, 1], (optional)) – Along Normal, Apply fractal displacement along normal only
seed (int in [0, inf], (optional)) – Random Seed, Seed for the random number generator
-
bpy.ops.mesh.
subdivide_edgering
(number_cuts=10, interpolation='PATH', smoothness=1.0, profile_shape_factor=0.0, profile_shape='SMOOTH')¶ Subdivide perpendicular edges to the selected edge-ring
- Parameters
number_cuts (int in [0, 1000], (optional)) – Number of Cuts
interpolation (enum in ['LINEAR', 'PATH', 'SURFACE'], (optional)) – Interpolation, Interpolation method
smoothness (float in [0, 1000], (optional)) – Smoothness, Smoothness factor
profile_shape_factor (float in [-1000, 1000], (optional)) – Profile Factor, How much intermediary new edges are shrunk/expanded
profile_shape (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR'], (optional)) –
Profile Shape, Shape of the profile
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.
-
bpy.ops.mesh.
symmetrize
(direction='NEGATIVE_X', threshold=0.0001)¶ Enforce symmetry (both form and topological) across an axis
- Parameters
direction (enum in ['NEGATIVE_X', 'POSITIVE_X', 'NEGATIVE_Y', 'POSITIVE_Y', 'NEGATIVE_Z', 'POSITIVE_Z'], (optional)) – Direction, Which sides to copy from and to
threshold (float in [0, 10], (optional)) – Threshold, Limit for snap middle vertices to the axis center
-
bpy.ops.mesh.
symmetry_snap
(direction='NEGATIVE_X', threshold=0.05, factor=0.5, use_center=True)¶ Snap vertex pairs to their mirrored locations
- Parameters
direction (enum in ['NEGATIVE_X', 'POSITIVE_X', 'NEGATIVE_Y', 'POSITIVE_Y', 'NEGATIVE_Z', 'POSITIVE_Z'], (optional)) – Direction, Which sides to copy from and to
threshold (float in [0, 10], (optional)) – Threshold, Distance within which matching vertices are searched
factor (float in [0, 1], (optional)) – Factor, Mix factor of the locations of the vertices
use_center (boolean, (optional)) – Center, Snap middle vertices to the axis center
-
bpy.ops.mesh.
tris_convert_to_quads
(face_threshold=0.698132, shape_threshold=0.698132, uvs=False, vcols=False, seam=False, sharp=False, materials=False)¶ Join triangles into quads
- Parameters
face_threshold (float in [0, 3.14159], (optional)) – Max Face Angle, Face angle limit
shape_threshold (float in [0, 3.14159], (optional)) – Max Shape Angle, Shape angle limit
uvs (boolean, (optional)) – Compare UVs
vcols (boolean, (optional)) – Compare VCols
seam (boolean, (optional)) – Compare Seam
sharp (boolean, (optional)) – Compare Sharp
materials (boolean, (optional)) – Compare Materials
-
bpy.ops.mesh.
unsubdivide
(iterations=2)¶ Un-subdivide selected edges and faces
- Parameters
iterations (int in [1, 1000], (optional)) – Iterations, Number of times to un-subdivide
-
bpy.ops.mesh.
uv_texture_add
()¶ Add UV map
-
bpy.ops.mesh.
uv_texture_remove
()¶ Remove UV map
-
bpy.ops.mesh.
uvs_reverse
()¶ Flip direction of UV coordinates inside faces
-
bpy.ops.mesh.
uvs_rotate
(use_ccw=False)¶ Rotate UV coordinates inside faces
- Parameters
use_ccw (boolean, (optional)) – Counter Clockwise
-
bpy.ops.mesh.
vert_connect
()¶ Connect selected vertices of faces, splitting the face
-
bpy.ops.mesh.
vert_connect_concave
()¶ Make all faces convex
-
bpy.ops.mesh.
vert_connect_nonplanar
(angle_limit=0.0872665)¶ Split non-planar faces that exceed the angle threshold
- Parameters
angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit
-
bpy.ops.mesh.
vert_connect_path
()¶ Connect vertices by their selection order, creating edges, splitting faces
-
bpy.ops.mesh.
vertex_color_add
()¶ Add vertex color layer
-
bpy.ops.mesh.
vertex_color_remove
()¶ Remove vertex color layer
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bpy.ops.mesh.
vertices_smooth
(factor=0.0, repeat=1, xaxis=True, yaxis=True, zaxis=True, wait_for_input=True)¶ Flatten angles of selected vertices
- Parameters
factor (float in [-10, 10], (optional)) – Smoothing, Smoothing factor
repeat (int in [1, 1000], (optional)) – Repeat, Number of times to smooth the mesh
xaxis (boolean, (optional)) – X-Axis, Smooth along the X axis
yaxis (boolean, (optional)) – Y-Axis, Smooth along the Y axis
zaxis (boolean, (optional)) – Z-Axis, Smooth along the Z axis
wait_for_input (boolean, (optional)) – Wait for Input
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bpy.ops.mesh.
vertices_smooth_laplacian
(repeat=1, lambda_factor=1.0, lambda_border=5e-05, use_x=True, use_y=True, use_z=True, preserve_volume=True)¶ Laplacian smooth of selected vertices
- Parameters
repeat (int in [1, 1000], (optional)) – Number of iterations to smooth the mesh
lambda_factor (float in [1e-07, 1000], (optional)) – Lambda factor
lambda_border (float in [1e-07, 1000], (optional)) – Lambda factor in border
use_x (boolean, (optional)) – Smooth X Axis, Smooth object along X axis
use_y (boolean, (optional)) – Smooth Y Axis, Smooth object along Y axis
use_z (boolean, (optional)) – Smooth Z Axis, Smooth object along Z axis
preserve_volume (boolean, (optional)) – Preserve Volume, Apply volume preservation after smooth
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bpy.ops.mesh.
wireframe
(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_replace=True, thickness=0.01, offset=0.01, use_crease=False, crease_weight=0.01)¶ Create a solid wireframe from faces
- Parameters
use_boundary (boolean, (optional)) – Boundary, Inset face boundaries
use_even_offset (boolean, (optional)) – Offset Even, Scale the offset to give more even thickness
use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
use_replace (boolean, (optional)) – Replace, Remove original faces
thickness (float in [0, 10000], (optional)) – Thickness
offset (float in [0, 10000], (optional)) – Offset
use_crease (boolean, (optional)) – Crease, Crease hub edges for an improved subdivision surface
crease_weight (float in [0, 1000], (optional)) – Crease Weight