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), scale=(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', 'HAIR', 'POINTCLOUD', 'VOLUME', 'GPENCIL', 'ARMATURE', 'LATTICE', 'EMPTY', 'LIGHT', 'LIGHT_PROBE', 'CAMERA', 'SPEAKER'], (optional)) – Type
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.object.add_named(linked=False, name='', 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)), drop_x=0, drop_y=0)
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
matrix (float multi-dimensional array of 4 * 4 items in [-inf, inf], (optional)) – Matrix
drop_x (int in [-inf, inf], (optional)) – Drop X, X-coordinate (screen space) to place the new object under
drop_y (int in [-inf, inf], (optional)) – Drop Y, Y-coordinate (screen space) to place the new object under
- 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 but slow calculation of the bounding box for perfect results on complex shape meshes with rotation/scale
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
- bpy.ops.object.anim_transforms_to_deltas()
Convert object animation for normal transforms to delta transforms
- 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), scale=(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 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.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
- bpy.ops.object.bake(type='COMBINED', pass_filter={}, filepath='', width=512, height=512, margin=16, use_selected_to_active=False, max_ray_distance=0.0, cage_extrusion=0.0, cage_object='', normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', target='IMAGE_TEXTURES', 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', 'POSITION', 'NORMAL', 'UV', 'ROUGHNESS', 'EMIT', 'ENVIRONMENT', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION'], (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', 'EMIT', 'DIRECT', 'INDIRECT', 'COLOR', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION'}, (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
max_ray_distance (float in [0, inf], (optional)) – Max Ray Distance, The maximum ray distance for matching points between the active and selected objects. If zero, there is no limit
cage_extrusion (float in [0, inf], (optional)) – Cage Extrusion, Inflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshes
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
target (enum in ['IMAGE_TEXTURES', 'VERTEX_COLORS'], (optional)) –
Target, Where to output the baked map
IMAGE_TEXTURES
Image Textures – Bake to image data-blocks associated with active image texture nodes in materials.VERTEX_COLORS
Vertex Colors – Bake to active vertex color layer on meshes.
save_mode (enum in ['INTERNAL', 'EXTERNAL'], (optional)) –
Save Mode, Where to save baked image textures
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), scale=(0.0, 0.0, 0.0))
Add a camera object to the scene
- Parameters
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.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), scale=(0.0, 0.0, 0.0), session_uuid=0, drop_x=0, drop_y=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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
session_uuid (int in [-inf, inf], (optional)) – Session UUID, Session UUID of the collection to add
drop_x (int in [-inf, inf], (optional)) – Drop X, X-coordinate (screen space) to place the new object under
drop_y (int in [-inf, inf], (optional)) – Drop Y, Y-coordinate (screen space) to place the new object under
- bpy.ops.object.collection_link(collection='')
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
- bpy.ops.object.collection_unlink()
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, angle=1.22173, thickness=5, seams=False, faces=True, offset=0.01)
Convert selected objects to another type
- Parameters
target (enum in ['CURVE', 'MESH', 'GPENCIL'], (optional)) –
Target, Type of object to convert to
CURVE
Curve – Curve from Mesh or Text objects.MESH
Mesh – Mesh from Curve, Surface, Metaball, or Text objects.GPENCIL
Grease Pencil – Grease Pencil from Curve or Mesh objects.
keep_original (boolean, (optional)) – Keep Original, Keep original objects instead of replacing them
angle (float in [0, 3.14159], (optional)) – Threshold Angle, Threshold to determine ends of the strokes
thickness (int in [1, 100], (optional)) – Thickness
seams (boolean, (optional)) – Only Seam Edges, Convert only seam edges
faces (boolean, (optional)) – Export Faces, Export faces as filled strokes
offset (float in [0, inf], (optional)) – Stroke Offset, Offset strokes from fill
- bpy.ops.object.convert_proxy_to_override()
Convert a proxy to a local library override
- 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_instance_add(name='Name', type='ACTION', align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0), drop_x=0, drop_y=0)
Add an object data instance
- Parameters
name (string, (optional, never None)) – Name, ID name to add
type (enum in ['ACTION', 'ARMATURE', 'BRUSH', 'CAMERA', 'CACHEFILE', 'CURVE', 'FONT', 'GREASEPENCIL', 'COLLECTION', 'IMAGE', 'KEY', 'LIGHT', 'LIBRARY', 'LINESTYLE', 'LATTICE', 'MASK', 'MATERIAL', 'META', 'MESH', 'MOVIECLIP', 'NODETREE', 'OBJECT', 'PAINTCURVE', 'PALETTE', 'PARTICLE', 'LIGHT_PROBE', 'SCENE', 'SIMULATION', 'SOUND', 'SPEAKER', 'TEXT', 'TEXTURE', 'HAIR', 'POINTCLOUD', 'VOLUME', 'WINDOWMANAGER', 'WORLD', 'WORKSPACE'], (optional)) – Type
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
drop_x (int in [-inf, inf], (optional)) – Drop X, X-coordinate (screen space) to place the new object under
drop_y (int in [-inf, inf], (optional)) – Drop Y, Y-coordinate (screen space) to place the new object under
- 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, etc.) 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
Subdivision 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
Vertex Colors – 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
Subdivision 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
Vertex Colors – 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), scale=(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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.drop_named_material(name='Material')
Undocumented, consider contributing.
- 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 objectsTRANSFORM_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 objectsTRANSFORM_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 instancer
use_hierarchy (boolean, (optional)) – Keep Hierarchy, Maintain parent child relationships
- bpy.ops.object.editmode_toggle()
Toggle object’s edit mode
- 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), scale=(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', 'FLUID'], (optional)) – Type
radius (float in [0, inf], (optional)) – Radius
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.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), scale=(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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale 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.geometry_nodes_input_attribute_toggle(prop_path='', modifier_name='')
Switch between an attribute and a single value to define the data for every element
- Parameters
prop_path (string, (optional, never None)) – Prop Path
modifier_name (string, (optional, never None)) – Modifier Name
- bpy.ops.object.gpencil_add(radius=1.0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0), type='EMPTY', use_in_front=True, stroke_depth_offset=0.05, use_lights=False, stroke_depth_order='3D')
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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
type (enum in ['EMPTY', 'STROKE', 'MONKEY', 'LRT_SCENE', 'LRT_COLLECTION', 'LRT_OBJECT'], (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.LRT_SCENE
Scene Line Art – Quickly set up line art for the entire scene.LRT_COLLECTION
Collection Line Art – Quickly set up line art for the active collection.LRT_OBJECT
Object Line Art – Quickly set up line art for the active object.
use_in_front (boolean, (optional)) – Show In Front, Show line art grease pencil in front of everything
stroke_depth_offset (float in [0, inf], (optional)) – Stroke Offset, Stroke offset for the line art modifier
use_lights (boolean, (optional)) – Use Lights, Use lights for this grease pencil object
stroke_depth_order (enum in ['2D', '3D'], (optional)) –
Stroke Depth Order, Defines how the strokes are ordered in 3D space for objects not displayed ‘In Front’)
2D
2D Layers – Display strokes using grease pencil layers to define order.3D
3D Location – Display strokes using real 3D position in 3D space.
- 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', 'NODES', 'MASK', 'MIRROR', 'MESH_TO_VOLUME', 'MULTIRES', 'REMESH', 'SCREW', 'SKIN', 'SOLIDIFY', 'SUBSURF', 'TRIANGULATE', 'VOLUME_TO_MESH', 'WELD', 'WIREFRAME', 'ARMATURE', 'CAST', 'CURVE', 'DISPLACE', 'HOOK', 'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM', 'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH', 'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH', 'SURFACE_DEFORM', 'WARP', 'WAVE', 'VOLUME_DISPLACE', 'CLOTH', 'COLLISION', 'DYNAMIC_PAINT', 'EXPLODE', 'FLUID', 'OCEAN', 'PARTICLE_INSTANCE', 'PARTICLE_SYSTEM', '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 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.NODES
Geometry Nodes.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.MESH_TO_VOLUME
Mesh to Volume.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 input 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.VOLUME_TO_MESH
Volume to Mesh.WELD
Weld – Find groups of vertices closer than dist and merge them together.WIREFRAME
Wireframe – Convert faces into thickened edges.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.VOLUME_DISPLACE
Volume Displace – Deform volume based on noise or other vector fields.CLOTH
Cloth.COLLISION
Collision.DYNAMIC_PAINT
Dynamic Paint.EXPLODE
Explode – Break apart the mesh faces and let them follow particles.FLUID
Fluid.OCEAN
Ocean – Generate a moving ocean surface.PARTICLE_INSTANCE
Particle Instance.PARTICLE_SYSTEM
Particle System – Spawn particles from the shape.SOFT_BODY
Soft Body.SURFACE
Surface.
- bpy.ops.object.gpencil_modifier_apply(apply_as='DATA', modifier='', report=False)
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
report (boolean, (optional)) – Report, Create a notification after the operation
- 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_copy_to_selected(modifier='')
Copy the modifier from the active object to all selected objects
- 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_to_index(modifier='', index=0)
Change the modifier’s position in the list so it evaluates after the set number of others
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
index (int in [0, inf], (optional)) – Index, The index to move the modifier to
- 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='', report=False)
Remove a modifier from the active grease pencil object
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- bpy.ops.object.hair_add(align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))
Add a hair object to the scene
- Parameters
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.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
- 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
- bpy.ops.object.isolate_type_render()
Hide unselected render objects of same type as active by setting the hide render flag
- 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)
- 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), scale=(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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale 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), scale=(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 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.object.lineart_bake_strokes()
Bake Line Art for current GPencil object
- bpy.ops.object.lineart_bake_strokes_all()
Bake all Grease Pencil objects that have a line art modifier
- bpy.ops.object.lineart_clear()
Clear all strokes in current GPencil object
- bpy.ops.object.lineart_clear_all()
Clear all strokes in all Grease Pencil objects that have a line art modifier
- bpy.ops.object.link_to_collection(collection_index=- 1, is_new=False, new_collection_name='')
Link objects to a collection
- Parameters
collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to move to
is_new (boolean, (optional)) – New, Move objects to a new collection
new_collection_name (string, (optional, never None)) – Name, Name of the newly added collection
- bpy.ops.object.load_background_image(filepath='', filter_image=True, filter_folder=True, view_align=True)
Add a reference image into the background behind objects
- Parameters
filepath (string, (optional, never None)) – filepath
filter_image (boolean, (optional)) – filter_image
filter_folder (boolean, (optional)) – filter_folder
view_align (boolean, (optional)) – Align to View
- File
- bpy.ops.object.load_reference_image(filepath='', filter_image=True, filter_folder=True, view_align=True)
Add a reference image into the scene between objects
- Parameters
filepath (string, (optional, never None)) – filepath
filter_image (boolean, (optional)) – filter_image
filter_folder (boolean, (optional)) – filter_folder
view_align (boolean, (optional)) – Align to View
- File
- bpy.ops.object.location_clear(clear_delta=False)
Clear the object’s location
- Parameters
clear_delta (boolean, (optional)) – Clear Delta, Clear delta location in addition to clearing the normal location transform
- bpy.ops.object.make_dupli_face()
Convert objects into instanced faces
- bpy.ops.object.make_links_data(type='OBDATA')
Transfer data from active object to selected objects
- Parameters
type (enum in ['OBDATA', 'MATERIAL', 'ANIMATION', 'GROUPS', 'DUPLICOLLECTION', 'FONTS', 'MODIFIERS', 'EFFECTS'], (optional)) –
Type
OBDATA
Link Object Data – Replace assigned Object Data.MATERIAL
Link Materials – Replace assigned Materials.ANIMATION
Link Animation Data – Replace assigned Animation Data.GROUPS
Link Collections – Replace assigned Collections.DUPLICOLLECTION
Link Instance Collection – Replace assigned Collection Instance.FONTS
Link Fonts to Text – Replace Text object Fonts.MODIFIERS
Copy Modifiers – Replace Modifiers.EFFECTS
Copy Grease Pencil Effects – Replace Grease Pencil Effects.
- bpy.ops.object.make_links_scene(scene='')
Link selection to another scene
- Parameters
scene (enum in [], (optional)) – Scene
- bpy.ops.object.make_local(type='SELECT_OBJECT')
Make library linked data-blocks local to this file
- Parameters
type (enum in ['SELECT_OBJECT', 'SELECT_OBDATA', 'SELECT_OBDATA_MATERIAL', 'ALL'], (optional)) – Type
- bpy.ops.object.make_override_library(collection='DEFAULT')
Make a local override of this library linked data-block
- Parameters
collection (enum in ['DEFAULT'], (optional)) – Override Collection, Name of directly linked collection containing the selected object, to make an override from
- bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', object=False, obdata=False, material=False, animation=False, obdata_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 object animation data local to each object
obdata_animation (boolean, (optional)) – Object Data Animation, Make object data (mesh, curve etc.) 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=2.0, 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))
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 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.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', 'VERTEX_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 Mode – Paint Grease Pencil Strokes.WEIGHT_GPENCIL
Weight Paint – Grease Pencil Weight Paint Strokes.VERTEX_GPENCIL
Vertex Paint – Grease Pencil Vertex 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', 'VERTEX_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 Mode – Paint Grease Pencil Strokes.WEIGHT_GPENCIL
Weight Paint – Grease Pencil Weight Paint Strokes.VERTEX_GPENCIL
Vertex Paint – Grease Pencil Vertex 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', 'NODES', 'MASK', 'MIRROR', 'MESH_TO_VOLUME', 'MULTIRES', 'REMESH', 'SCREW', 'SKIN', 'SOLIDIFY', 'SUBSURF', 'TRIANGULATE', 'VOLUME_TO_MESH', 'WELD', 'WIREFRAME', 'ARMATURE', 'CAST', 'CURVE', 'DISPLACE', 'HOOK', 'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM', 'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH', 'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH', 'SURFACE_DEFORM', 'WARP', 'WAVE', 'VOLUME_DISPLACE', 'CLOTH', 'COLLISION', 'DYNAMIC_PAINT', 'EXPLODE', 'FLUID', 'OCEAN', 'PARTICLE_INSTANCE', 'PARTICLE_SYSTEM', '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 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.NODES
Geometry Nodes.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.MESH_TO_VOLUME
Mesh to Volume.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 input 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.VOLUME_TO_MESH
Volume to Mesh.WELD
Weld – Find groups of vertices closer than dist and merge them together.WIREFRAME
Wireframe – Convert faces into thickened edges.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.VOLUME_DISPLACE
Volume Displace – Deform volume based on noise or other vector fields.CLOTH
Cloth.COLLISION
Collision.DYNAMIC_PAINT
Dynamic Paint.EXPLODE
Explode – Break apart the mesh faces and let them follow particles.FLUID
Fluid.OCEAN
Ocean – Generate a moving ocean surface.PARTICLE_INSTANCE
Particle Instance.PARTICLE_SYSTEM
Particle System – Spawn particles from the shape.SOFT_BODY
Soft Body.SURFACE
Surface.
- bpy.ops.object.modifier_apply(modifier='', report=False)
Apply modifier and remove from the stack
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- bpy.ops.object.modifier_apply_as_shapekey(keep_modifier=False, modifier='', report=False)
Apply modifier as a new shape key and remove from the stack
- Parameters
keep_modifier (boolean, (optional)) – Keep Modifier, Do not remove the modifier from stack
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- 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_copy_to_selected(modifier='')
Copy the modifier from the active object to all selected objects
- 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_to_index(modifier='', index=0)
Change the modifier’s index in the stack so it evaluates after the set number of others
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
index (int in [0, inf], (optional)) – Index, The index to move the modifier to
- 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='', report=False)
Remove a modifier from the active object
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- bpy.ops.object.modifier_set_active(modifier='')
Activate the modifier to use as the context
- 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_volume=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='', 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_volume (boolean, (optional)) – Filter OpenVDB volume 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 [], (optional)) – File sorting mode
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_rebuild_subdiv(modifier='')
Rebuilds all possible subdivisions levels to generate a lower resolution base mesh
- 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='', mode='CATMULL_CLARK')
Add a new level of subdivision
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
mode (enum in ['CATMULL_CLARK', 'SIMPLE', 'LINEAR'], (optional)) –
Subdivision Mode, How the mesh is going to be subdivided to create a new level
CATMULL_CLARK
Catmull-Clark – Create a new level using Catmull-Clark subdivisions.SIMPLE
Simple – Create a new level using simple subdivisions.LINEAR
Linear – Create a new level using linear interpolation of the sculpted displacement.
- bpy.ops.object.multires_unsubdivide(modifier='')
Rebuild a lower subdivision level of the current base mesh
- 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 motion paths for selected objects
- bpy.ops.object.paths_update_visible()
Recalculate all visible motion paths for objects and poses
- bpy.ops.object.pointcloud_add(align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))
Add a point cloud object to the scene
- Parameters
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.object.posemode_toggle()
Enable or disable posing/selecting bones
- bpy.ops.object.quadriflow_remesh(use_mesh_symmetry=True, use_preserve_sharp=False, use_preserve_boundary=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_mesh_symmetry (boolean, (optional)) – Use Mesh Symmetry, Generates a symmetrical mesh using the mesh 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
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)) – Number 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
- 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
- bpy.ops.object.quick_liquid(show_flows=False)
Make selected objects liquid
- Parameters
show_flows (boolean, (optional)) – Render Liquid Objects, Keep the liquid objects visible during rendering
- File
- 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
- 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 location, rotation, and 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
- 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', 'HAIR', 'POINTCLOUD', 'VOLUME', 'GPENCIL', 'ARMATURE', 'LATTICE', 'EMPTY', 'LIGHT', 'LIGHT_PROBE', 'CAMERA', 'SPEAKER'], (optional)) – Type
- bpy.ops.object.select_camera(extend=False)
Select the active camera
- Parameters
extend (boolean, (optional)) – Extend, Extend the selection
- File
- 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
- 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 e.g. “L.sword” and “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
- bpy.ops.object.select_random(ratio=0.5, seed=0, action='SELECT')
Set select on random visible objects
- 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.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_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_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_copy(shaderfx='')
Duplicate effect at the same position in the stack
- Parameters
shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
- bpy.ops.object.shaderfx_move_down(shaderfx='')
Move effect down in the stack
- Parameters
shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
- bpy.ops.object.shaderfx_move_to_index(shaderfx='', index=0)
Change the effect’s position in the list so it evaluates after the set number of others
- Parameters
shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
index (int in [0, inf], (optional)) – Index, The index to move the effect to
- bpy.ops.object.shaderfx_move_up(shaderfx='')
Move effect up in the stack
- Parameters
shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
- bpy.ops.object.shaderfx_remove(shaderfx='', report=False)
Remove a effect from the active grease pencil object
- Parameters
shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- 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
- 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), scale=(0.0, 0.0, 0.0))
Add a speaker object to the scene
- Parameters
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.object.subdivision_set(level=1, relative=False)
Sets a Subdivision Surface level (1 to 5)
- Parameters
level (int in [-100, 100], (optional)) – Level
relative (boolean, (optional)) – Relative, Apply the subdivision surface level as an offset relative to the current level
- File
- bpy.ops.object.surfacedeform_bind(modifier='')
Bind mesh to target in surface deform modifier
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
- bpy.ops.object.text_add(radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(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 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.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.transfer_mode(use_flash_on_transfer=True)
Switches the active object and assigns the same mode to a new one under the mouse cursor, leaving the active mode in the current one
- Parameters
use_flash_on_transfer (boolean, (optional)) – Flash On Transfer, Flash the target object when transferring the mode
- 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.transform_to_mouse(name='', 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)), drop_x=0, drop_y=0)
Snap selected item(s) to the mouse location
- Parameters
name (string, (optional, never None)) – Name, Object name to place (when unset use the active object)
matrix (float multi-dimensional array of 4 * 4 items in [-inf, inf], (optional)) – Matrix
drop_x (int in [-inf, inf], (optional)) – Drop X, X-coordinate (screen space) to place the new object under
drop_y (int in [-inf, inf], (optional)) – Drop Y, Y-coordinate (screen space) to place the new object under
- 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
- bpy.ops.object.unlink_data()
Undocumented, consider contributing.
- 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_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 vertices from groups that have zero weight before inverting
auto_remove (boolean, (optional)) – Remove Weights, Remove vertices 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', mask='ALL')
Change the lock state of all or some 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.
mask (enum in ['ALL', 'SELECTED', 'UNSELECTED', 'INVERT_UNSELECTED'], (optional)) –
Mask, Apply the action based on vertex group selection
ALL
All – Apply action to all vertex groups.SELECTED
Selected – Apply to selected vertex groups.UNSELECTED
Unselected – Apply to unselected vertex groups.INVERT_UNSELECTED
Invert Unselected – Apply the opposite of Lock/Unlock to unselected 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 Vertices, 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 vertices (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.volume_add(align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))
Add a volume object to the scene
- Parameters
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.object.volume_import(filepath='', directory='', files=None, hide_props_region=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=False, filter_collada=False, filter_alembic=False, filter_usd=False, filter_volume=True, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='', use_sequence_detection=True, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))
Import OpenVDB volume file
- Parameters
filepath (string, (optional, never None)) – File Path, Path to file
directory (string, (optional, never None)) – Directory, Directory of the file
files (
bpy_prop_collection
ofOperatorFileListElement
, (optional)) – Fileshide_props_region (boolean, (optional)) – Hide Operator Properties, Collapse the region displaying the operator settings
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_volume (boolean, (optional)) – Filter OpenVDB volume 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 [], (optional)) – File sorting mode
use_sequence_detection (boolean, (optional)) – Detect Sequences, Automatically detect animated sequences in selected volume files (based on file names)
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.object.voxel_remesh()
Calculates a new manifold mesh based on the volume of the current mesh. All data layers will be lost
- bpy.ops.object.voxel_size_edit()
Modify the mesh voxel size interactively used in the voxel remesher