Mesh(ID)
Mesh Data
The mesh data is accessed in object mode and intended for compact storage,
for more flexible mesh editing from python see bmesh
.
Blender stores 4 main arrays to define mesh geometry.
Mesh.vertices
(3 points in space)Mesh.edges
(reference 2 vertices)Mesh.loops
(reference a single vertex and edge)Mesh.polygons
: (reference a range of loops)
Each polygon references a slice in the loop array, this way, polygons do not store vertices or corner data such as UVs directly, only a reference to loops that the polygon uses.
Mesh.loops
, Mesh.uv_layers
Mesh.vertex_colors
are all aligned so the same polygon loop
indices can be used to find the UVs and vertex colors as with as the vertices.
To compare mesh API options see: NGons and Tessellation Faces
This example script prints the vertices and UVs for each polygon, assumes the active object is a mesh with UVs.
import bpy
me = bpy.context.object.data
uv_layer = me.uv_layers.active.data
for poly in me.polygons:
print("Polygon index: %d, length: %d" % (poly.index, poly.loop_total))
# range is used here to show how the polygons reference loops,
# for convenience 'poly.loop_indices' can be used instead.
for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):
print(" Vertex: %d" % me.loops[loop_index].vertex_index)
print(" UV: %r" % uv_layer[loop_index].uv)
base classes — bpy_struct
, ID
- class bpy.types.Mesh(ID)
Mesh data-block defining geometric surfaces
- attributes
Geometry attributes
- Type
AttributeGroup
bpy_prop_collection
ofAttribute
, (readonly)
- auto_smooth_angle
Maximum angle between face normals that will be considered as smooth (unused if custom split normals data are available)
- Type
float in [0, 3.14159], default 0.523599
- auto_texspace
Adjust active object’s texture space automatically when transforming object
- Type
boolean, default True
- color_attributes
Geometry color attributes
- Type
AttributeGroup
bpy_prop_collection
ofAttribute
, (readonly)
- corner_normals
The “slit” normal direction of each face corner, influenced by vertex normals, sharp faces, sharp edges, and custom normals. May be empty
- Type
bpy_prop_collection
ofMeshNormalValue
, (readonly)
- cycles
Cycles mesh settings
- Type
CyclesMeshSettings
, (readonly)
- edge_creases
Sharpness of the edges for subdivision
- Type
bpy_prop_collection
ofMeshEdgeCreaseLayer
, (readonly)
- edges
Edges of the mesh
- Type
MeshEdges
bpy_prop_collection
ofMeshEdge
, (readonly)
- face_maps
- Type
MeshFaceMapLayers
bpy_prop_collection
ofMeshFaceMapLayer
, (readonly)
- has_bevel_weight_edge
True if the mesh has an edge bevel weight layer
- Type
boolean, default False, (readonly)
- has_bevel_weight_vertex
True if the mesh has an vertex bevel weight layer
- Type
boolean, default False, (readonly)
- has_crease_edge
True if the mesh has an edge crease layer
- Type
boolean, default False, (readonly)
- has_crease_vertex
True if the mesh has an vertex crease layer
- Type
boolean, default False, (readonly)
- has_custom_normals
True if there are custom split normals data in this mesh
- Type
boolean, default False, (readonly)
- is_editmode
True when used in editmode
- Type
boolean, default False, (readonly)
- loop_triangle_polygons
The polygon index for each loop triangle
- Type
bpy_prop_collection
ofReadOnlyInteger
, (readonly)
- loop_triangles
Tessellation of mesh polygons into triangles
- Type
MeshLoopTriangles
bpy_prop_collection
ofMeshLoopTriangle
, (readonly)
- loops
Loops of the mesh (polygon corners)
- Type
MeshLoops
bpy_prop_collection
ofMeshLoop
, (readonly)
- materials
- Type
IDMaterials
bpy_prop_collection
ofMaterial
, (readonly)
- polygon_layers_float
- Type
PolygonFloatProperties
bpy_prop_collection
ofMeshPolygonFloatPropertyLayer
, (readonly)
- polygon_layers_int
- Type
PolygonIntProperties
bpy_prop_collection
ofMeshPolygonIntPropertyLayer
, (readonly)
- polygon_layers_string
- Type
PolygonStringProperties
bpy_prop_collection
ofMeshPolygonStringPropertyLayer
, (readonly)
- polygon_normals
The normal direction of each polygon, defined by the winding order and position of its vertices
- Type
bpy_prop_collection
ofMeshNormalValue
, (readonly)
- polygons
Polygons of the mesh
- Type
MeshPolygons
bpy_prop_collection
ofMeshPolygon
, (readonly)
- remesh_mode
VOXEL
Voxel – Use the voxel remesher.QUAD
Quad – Use the quad remesher.
- Type
enum in [‘VOXEL’, ‘QUAD’], default ‘VOXEL’
- remesh_voxel_adaptivity
Reduces the final face count by simplifying geometry where detail is not needed, generating triangles. A value greater than 0 disables Fix Poles
- Type
float in [0, 1], default 0.0
- remesh_voxel_size
Size of the voxel in object space used for volume evaluation. Lower values preserve finer details
- Type
float in [0.0001, inf], default 0.1
- sculpt_vertex_colors
Sculpt vertex color layers. Deprecated, use color attributes instead
- Type
VertColors
bpy_prop_collection
ofMeshVertColorLayer
, (readonly)
- skin_vertices
All skin vertices
- Type
bpy_prop_collection
ofMeshSkinVertexLayer
, (readonly)
- texspace_location
Texture space location
- Type
mathutils.Vector
of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
- texspace_size
Texture space size
- Type
mathutils.Vector
of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)
- total_edge_sel
Selected edge count in editmode
- Type
int in [0, inf], default 0, (readonly)
- total_face_sel
Selected face count in editmode
- Type
int in [0, inf], default 0, (readonly)
- total_vert_sel
Selected vertex count in editmode
- Type
int in [0, inf], default 0, (readonly)
- use_auto_smooth
Auto smooth (based on smooth/sharp faces/edges and angle between faces), or use custom split normals data if available
- Type
boolean, default False
- use_auto_texspace
Adjust active object’s texture space automatically when transforming object
- Type
boolean, default True
- use_mirror_topology
Use topology based mirroring (for when both sides of mesh have matching, unique topology)
- Type
boolean, default False
- use_mirror_vertex_groups
Mirror the left/right vertex groups when painting. The symmetry axis is determined by the symmetry settings
- Type
boolean, default True
- use_mirror_x
Enable symmetry in the X axis
- Type
boolean, default False
- use_mirror_y
Enable symmetry in the Y axis
- Type
boolean, default False
- use_mirror_z
Enable symmetry in the Z axis
- Type
boolean, default False
- use_paint_mask
Face selection masking for painting
- Type
boolean, default False
- use_paint_mask_vertex
Vertex selection masking for painting
- Type
boolean, default False
- use_remesh_fix_poles
Produces less poles and a better topology flow
- Type
boolean, default False
- use_remesh_preserve_paint_mask
Keep the current mask on the new mesh
- Type
boolean, default False
- use_remesh_preserve_sculpt_face_sets
Keep the current Face Sets on the new mesh
- Type
boolean, default False
- use_remesh_preserve_vertex_colors
Keep the current vertex colors on the new mesh
- Type
boolean, default False
- use_remesh_preserve_volume
Projects the mesh to preserve the volume and details of the original mesh
- Type
boolean, default False
- uv_layer_clone
UV loop layer to be used as cloning source
- Type
- uv_layer_clone_index
Clone UV loop layer index
- Type
int in [0, inf], default 0
- uv_layer_stencil
UV loop layer to mask the painted area
- Type
- uv_layer_stencil_index
Mask UV loop layer index
- Type
int in [0, inf], default 0
- uv_layers
All UV loop layers
- Type
UVLoopLayers
bpy_prop_collection
ofMeshUVLoopLayer
, (readonly)
- vertex_colors
Legacy vertex color layers. Deprecated, use color attributes instead
- Type
LoopColors
bpy_prop_collection
ofMeshLoopColorLayer
, (readonly)
- vertex_creases
Sharpness of the vertices
- Type
bpy_prop_collection
ofMeshVertexCreaseLayer
, (readonly)
- vertex_layers_float
- Type
VertexFloatProperties
bpy_prop_collection
ofMeshVertexFloatPropertyLayer
, (readonly)
- vertex_layers_int
- Type
VertexIntProperties
bpy_prop_collection
ofMeshVertexIntPropertyLayer
, (readonly)
- vertex_layers_string
- Type
VertexStringProperties
bpy_prop_collection
ofMeshVertexStringPropertyLayer
, (readonly)
- vertex_normals
The normal direction of each vertex, defined as the average of the surrounding face normals
- Type
bpy_prop_collection
ofMeshNormalValue
, (readonly)
- vertex_paint_masks
Vertex paint mask
- Type
bpy_prop_collection
ofMeshPaintMaskLayer
, (readonly)
- vertices
Vertices of the mesh
- Type
MeshVertices
bpy_prop_collection
ofMeshVertex
, (readonly)
- edge_keys
(readonly)
- transform(matrix, shape_keys=False)
Transform mesh vertices by a matrix (Warning: inverts normals if matrix is negative)
- Parameters
matrix (
mathutils.Matrix
of 4 * 4 items in [-inf, inf]) – Matrixshape_keys (boolean, (optional)) – Transform Shape Keys
- flip_normals()
Invert winding of all polygons (clears tessellation, does not handle custom normals)
- calc_normals()
Deprecated. Has no effect. Normals are calculated upon retrieval
- create_normals_split()
Empty split vertex normals
- calc_normals_split()
Calculate split vertex normals, which preserve sharp edges
- free_normals_split()
Free split vertex normals
- split_faces(free_loop_normals=True)
Split faces based on the edge angle
- Parameters
free_loop_normals (boolean, (optional)) – Free Loop Normals, Deprecated, has no effect
- calc_tangents(uvmap='')
Compute tangents and bitangent signs, to be used together with the split normals to get a complete tangent space for normal mapping (split normals are also computed if not yet present)
- Parameters
uvmap (string, (optional, never None)) – Name of the UV map to use for tangent space computation
- free_tangents()
Free tangents
- calc_loop_triangles()
Calculate loop triangle tessellation (supports editmode too)
- calc_smooth_groups(use_bitflags=False)
Calculate smooth groups from sharp edges
- Parameters
use_bitflags (boolean, (optional)) – Produce bitflags groups instead of simple numeric values
- Return (poly_groups, groups)
poly_groups, Smooth Groups, int array of 1 items in [-inf, inf]
groups, Total number of groups, int in [0, inf]
- normals_split_custom_set(normals)
Define custom split normals of this mesh (use zero-vectors to keep auto ones)
- Parameters
normals (float multi-dimensional array of 1 * 3 items in [-1, 1]) – Normals
- normals_split_custom_set_from_vertices(normals)
Define custom split normals of this mesh, from vertices’ normals (use zero-vectors to keep auto ones)
- Parameters
normals (float multi-dimensional array of 1 * 3 items in [-1, 1]) – Normals
- update(calc_edges=False, calc_edges_loose=False)
update
- Parameters
calc_edges (boolean, (optional)) – Calculate Edges, Force recalculation of edges
calc_edges_loose (boolean, (optional)) – Calculate Loose Edges, Calculate the loose state of each edge
- update_gpu_tag()
update_gpu_tag
- unit_test_compare(mesh=None, threshold=7.1526e-06)
unit_test_compare
- Parameters
mesh (
Mesh
, (optional)) – Mesh to compare tothreshold (float in [0, inf], (optional)) – Threshold, Comparison tolerance threshold
- Returns
Return value, String description of result of comparison
- Return type
string, (never None)
- clear_geometry()
Remove all geometry from the mesh. Note that this does not free shape keys or materials
- validate(verbose=False, clean_customdata=True)
Validate geometry, return True when the mesh has had invalid geometry corrected/removed
- Parameters
verbose (boolean, (optional)) – Verbose, Output information about the errors found
clean_customdata (boolean, (optional)) – Clean Custom Data, Remove temp/cached custom-data layers, like e.g. normals…
- Returns
Result
- Return type
boolean
- validate_material_indices()
Validate material indices of polygons, return True when the mesh has had invalid indices corrected (to default 0)
- Returns
Result
- Return type
boolean
- count_selected_items()
Return the number of selected items (vert, edge, face)
- Returns
Result
- Return type
int array of 3 items in [0, inf]
- from_pydata(vertices, edges, faces, shade_flat=True)
Make a mesh from a list of vertices/edges/faces Until we have a nicer way to make geometry, use this.
- Parameters
vertices (iterable object) – float triplets each representing (X, Y, Z) eg: [(0.0, 1.0, 0.5), …].
edges (iterable object) –
int pairs, each pair contains two indices to the vertices argument. eg: [(1, 2), …]
When an empty iterable is passed in, the edges are inferred from the polygons.
faces (iterable object) – iterator of faces, each faces contains three or more indices to the vertices argument. eg: [(5, 6, 8, 9), (1, 2, 3), …]
Warning
Invalid mesh data (out of range indices, edges with matching indices, 2 sided faces… etc) are not prevented. If the data used for mesh creation isn’t known to be valid, run
Mesh.validate
after this function.
- shade_flat()
Render and display faces uniform, using face normals, setting the “sharp_face” attribute true for every face
- shade_smooth()
Render and display faces smooth, using interpolated vertex normals, removing the “sharp_face” attribute
- classmethod bl_rna_get_subclass(id, default=None)
- Parameters
id (string) – The RNA type identifier.
- Returns
The RNA type or default when not found.
- Return type
bpy.types.Struct
subclass
- classmethod bl_rna_get_subclass_py(id, default=None)
- Parameters
id (string) – The RNA type identifier.
- Returns
The class or default when not found.
- Return type
type
Inherited Properties
Inherited Functions
References