View3D Operators#

bpy.ops.view3d.bone_select_menu(name='', extend=False, deselect=False, toggle=False)#

Menu bone selection

Parameters:
  • name (enum in [], (optional)) – Bone Name

  • extend (boolean, (optional)) – Extend

  • deselect (boolean, (optional)) – Deselect

  • toggle (boolean, (optional)) – Toggle

bpy.ops.view3d.camera_background_image_add(filepath='', relative_path=True, name='', session_uid=0)#

Add a new background image to the active camera

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, Name of the data-block to use by the operator

  • session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator

bpy.ops.view3d.camera_background_image_remove(index=0)#

Remove a background image from the camera

Parameters:

index (int in [0, inf], (optional)) – Index, Background image index to remove

bpy.ops.view3d.camera_to_view()#

Set camera view to active view

bpy.ops.view3d.camera_to_view_selected()#

Move the camera so selected objects are framed

bpy.ops.view3d.clear_render_border()#

Clear the boundaries of the border render and disable border render

bpy.ops.view3d.clip_border(xmin=0, xmax=0, ymin=0, ymax=0, wait_for_input=True)#

Set the view clipping region

Parameters:
  • xmin (int in [-inf, inf], (optional)) – X Min

  • xmax (int in [-inf, inf], (optional)) – X Max

  • ymin (int in [-inf, inf], (optional)) – Y Min

  • ymax (int in [-inf, inf], (optional)) – Y Max

  • wait_for_input (boolean, (optional)) – Wait for Input

bpy.ops.view3d.copybuffer()#

Copy the selected objects to the internal clipboard

bpy.ops.view3d.cursor3d(use_depth=True, orientation='VIEW')#

Set the location of the 3D cursor

Parameters:
  • use_depth (boolean, (optional)) – Surface Project, Project onto the surface

  • orientation (enum in ['NONE', 'VIEW', 'XFORM', 'GEOM'], (optional)) –

    Orientation, Preset viewpoint to use

    • NONE None – Leave orientation unchanged.

    • VIEW View – Orient to the viewport.

    • XFORM Transform – Orient to the current transform setting.

    • GEOM Geometry – Match the surface normal.

bpy.ops.view3d.dolly(mx=0, my=0, delta=0, use_cursor_init=True)#

Dolly in/out in the view

Parameters:
  • mx (int in [0, inf], (optional)) – Region Position X

  • my (int in [0, inf], (optional)) – Region Position Y

  • delta (int in [-inf, inf], (optional)) – Delta

  • use_cursor_init (boolean, (optional)) – Use Mouse Position, Allow the initial mouse position to be used

bpy.ops.view3d.drop_world(name='', session_uid=0)#

Drop a world into the scene

Parameters:
  • name (string, (optional, never None)) – Name, Name of the data-block to use by the operator

  • session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator

bpy.ops.view3d.edit_mesh_extrude_individual_move()#

Extrude each individual face separately along local normals

File:

startup/bl_operators/view3d.py:31

bpy.ops.view3d.edit_mesh_extrude_manifold_normal()#

Extrude manifold region along normals

File:

startup/bl_operators/view3d.py:201

bpy.ops.view3d.edit_mesh_extrude_move_normal(dissolve_and_intersect=False)#

Extrude region together along the average normal

Parameters:

dissolve_and_intersect (boolean, (optional)) – dissolve_and_intersect, Dissolves adjacent faces and intersects new geometry

File:

startup/bl_operators/view3d.py:167

bpy.ops.view3d.edit_mesh_extrude_move_shrink_fatten()#

Extrude region together along local normals

File:

startup/bl_operators/view3d.py:184

bpy.ops.view3d.fly()#

Interactively fly around the scene

bpy.ops.view3d.interactive_add(primitive_type='CUBE', plane_origin_base='EDGE', plane_origin_depth='EDGE', plane_aspect_base='FREE', plane_aspect_depth='FREE', wait_for_input=True)#

Interactively add an object

Parameters:
  • primitive_type (enum in ['CUBE', 'CYLINDER', 'CONE', 'SPHERE_UV', 'SPHERE_ICO'], (optional)) – Primitive

  • plane_origin_base (enum in ['EDGE', 'CENTER'], (optional)) –

    Origin, The initial position for placement

    • EDGE Edge – Start placing the edge position.

    • CENTER Center – Start placing the center position.

  • plane_origin_depth (enum in ['EDGE', 'CENTER'], (optional)) –

    Origin, The initial position for placement

    • EDGE Edge – Start placing the edge position.

    • CENTER Center – Start placing the center position.

  • plane_aspect_base (enum in ['FREE', 'FIXED'], (optional)) –

    Aspect, The initial aspect setting

    • FREE Free – Use an unconstrained aspect.

    • FIXED Fixed – Use a fixed 1:1 aspect.

  • plane_aspect_depth (enum in ['FREE', 'FIXED'], (optional)) –

    Aspect, The initial aspect setting

    • FREE Free – Use an unconstrained aspect.

    • FIXED Fixed – Use a fixed 1:1 aspect.

  • wait_for_input (boolean, (optional)) – Wait for Input

bpy.ops.view3d.localview(frame_selected=True)#

Toggle display of selected object(s) separately and centered in view

Parameters:

frame_selected (boolean, (optional)) – Frame Selected, Move the view to frame the selected objects

bpy.ops.view3d.localview_remove_from()#

Move selected objects out of local view

bpy.ops.view3d.move(use_cursor_init=True)#

Move the view

Parameters:

use_cursor_init (boolean, (optional)) – Use Mouse Position, Allow the initial mouse position to be used

bpy.ops.view3d.navigate()#

Interactively navigate around the scene (uses the mode (walk/fly) preference)

bpy.ops.view3d.ndof_all()#

Pan and rotate the view with the 3D mouse

bpy.ops.view3d.ndof_orbit()#

Orbit the view using the 3D mouse

bpy.ops.view3d.ndof_orbit_zoom()#

Orbit and zoom the view using the 3D mouse

bpy.ops.view3d.ndof_pan()#

Pan the view with the 3D mouse

bpy.ops.view3d.object_as_camera()#

Set the active object as the active camera for this view or scene

bpy.ops.view3d.object_mode_pie_or_toggle()#

Undocumented, consider contributing.

bpy.ops.view3d.pastebuffer(autoselect=True, active_collection=True)#

Paste objects from the internal clipboard

Parameters:
  • autoselect (boolean, (optional)) – Select, Select pasted objects

  • active_collection (boolean, (optional)) – Active Collection, Put pasted objects in the active collection

bpy.ops.view3d.render_border(xmin=0, xmax=0, ymin=0, ymax=0, wait_for_input=True)#

Set the boundaries of the border render and enable border render

Parameters:
  • xmin (int in [-inf, inf], (optional)) – X Min

  • xmax (int in [-inf, inf], (optional)) – X Max

  • ymin (int in [-inf, inf], (optional)) – Y Min

  • ymax (int in [-inf, inf], (optional)) – Y Max

  • wait_for_input (boolean, (optional)) – Wait for Input

bpy.ops.view3d.rotate(use_cursor_init=True)#

Rotate the view

Parameters:

use_cursor_init (boolean, (optional)) – Use Mouse Position, Allow the initial mouse position to be used

bpy.ops.view3d.ruler_add()#

Add ruler

bpy.ops.view3d.ruler_remove()#

Undocumented, consider contributing.

bpy.ops.view3d.select(extend=False, deselect=False, toggle=False, deselect_all=False, select_passthrough=False, center=False, enumerate=False, object=False, location=(0, 0))#

Select and activate item(s)

Parameters:
  • extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first

  • deselect (boolean, (optional)) – Deselect, Remove from selection

  • toggle (boolean, (optional)) – Toggle Selection, Toggle the selection

  • deselect_all (boolean, (optional)) – Deselect On Nothing, Deselect all when nothing under the cursor

  • select_passthrough (boolean, (optional)) – Only Select Unselected, Ignore the select action when the element is already selected

  • center (boolean, (optional)) – Center, Use the object center when selecting, in edit mode used to extend object selection

  • enumerate (boolean, (optional)) – Enumerate, List objects under the mouse (object mode only)

  • object (boolean, (optional)) – Object, Use object selection (edit mode only)

  • location (int array of 2 items in [-inf, inf], (optional)) – Location, Mouse location

bpy.ops.view3d.select_box(xmin=0, xmax=0, ymin=0, ymax=0, wait_for_input=True, mode='SET')#

Select items using box selection

Parameters:
  • xmin (int in [-inf, inf], (optional)) – X Min

  • xmax (int in [-inf, inf], (optional)) – X Max

  • ymin (int in [-inf, inf], (optional)) – Y Min

  • ymax (int in [-inf, inf], (optional)) – Y Max

  • wait_for_input (boolean, (optional)) – Wait for Input

  • mode (enum in ['SET', 'ADD', 'SUB', 'XOR', 'AND'], (optional)) –

    Mode

    • SET Set – Set a new selection.

    • ADD Extend – Extend existing selection.

    • SUB Subtract – Subtract existing selection.

    • XOR Difference – Invert existing selection.

    • AND Intersect – Intersect existing selection.

bpy.ops.view3d.select_circle(x=0, y=0, radius=25, wait_for_input=True, mode='SET')#

Select items using circle selection

Parameters:
  • x (int in [-inf, inf], (optional)) – X

  • y (int in [-inf, inf], (optional)) – Y

  • radius (int in [1, inf], (optional)) – Radius

  • wait_for_input (boolean, (optional)) – Wait for Input

  • mode (enum in ['SET', 'ADD', 'SUB'], (optional)) –

    Mode

    • SET Set – Set a new selection.

    • ADD Extend – Extend existing selection.

    • SUB Subtract – Subtract existing selection.

bpy.ops.view3d.select_lasso(path=None, use_smooth_stroke=False, smooth_stroke_factor=0.75, smooth_stroke_radius=35, mode='SET')#

Select items using lasso selection

Parameters:
  • path (bpy_prop_collection of OperatorMousePath, (optional)) – Path

  • use_smooth_stroke (boolean, (optional)) – Stabilize Stroke, Selection lags behind mouse and follows a smoother path

  • smooth_stroke_factor (float in [0.5, 0.99], (optional)) – Smooth Stroke Factor, Higher values gives a smoother stroke

  • smooth_stroke_radius (int in [10, 200], (optional)) – Smooth Stroke Radius, Minimum distance from last point before selection continues

  • mode (enum in ['SET', 'ADD', 'SUB', 'XOR', 'AND'], (optional)) –

    Mode

    • SET Set – Set a new selection.

    • ADD Extend – Extend existing selection.

    • SUB Subtract – Subtract existing selection.

    • XOR Difference – Invert existing selection.

    • AND Intersect – Intersect existing selection.

bpy.ops.view3d.select_menu(name='', extend=False, deselect=False, toggle=False)#

Menu object selection

Parameters:
  • name (enum in [], (optional)) – Object Name

  • extend (boolean, (optional)) – Extend

  • deselect (boolean, (optional)) – Deselect

  • toggle (boolean, (optional)) – Toggle

bpy.ops.view3d.smoothview()#

Undocumented, consider contributing.

bpy.ops.view3d.snap_cursor_to_active()#

Snap 3D cursor to the active item

bpy.ops.view3d.snap_cursor_to_center()#

Snap 3D cursor to the world origin

bpy.ops.view3d.snap_cursor_to_grid()#

Snap 3D cursor to the nearest grid division

bpy.ops.view3d.snap_cursor_to_selected()#

Snap 3D cursor to the middle of the selected item(s)

bpy.ops.view3d.snap_selected_to_active()#

Snap selected item(s) to the active item

bpy.ops.view3d.snap_selected_to_cursor(use_offset=True)#

Snap selected item(s) to the 3D cursor

Parameters:

use_offset (boolean, (optional)) – Offset, If the selection should be snapped as a whole or by each object center

bpy.ops.view3d.snap_selected_to_grid()#

Snap selected item(s) to their nearest grid division

bpy.ops.view3d.toggle_matcap_flip()#

Flip MatCap

bpy.ops.view3d.toggle_shading(type='WIREFRAME')#

Toggle shading type in 3D viewport

Parameters:

type (enum in ['WIREFRAME', 'SOLID', 'MATERIAL', 'RENDERED'], (optional)) –

Type, Shading type to toggle

  • WIREFRAME Wireframe – Toggle wireframe shading.

  • SOLID Solid – Toggle solid shading.

  • MATERIAL Material Preview – Toggle material preview shading.

  • RENDERED Rendered – Toggle rendered shading.

bpy.ops.view3d.toggle_xray()#

Transparent scene display. Allow selecting through items

bpy.ops.view3d.transform_gizmo_set(extend=False, type={})#

Set the current transform gizmo

Parameters:
  • extend (boolean, (optional)) – Extend

  • type (enum set in {'TRANSLATE', 'ROTATE', 'SCALE'}, (optional)) – Type

File:

startup/bl_operators/view3d.py:248

bpy.ops.view3d.view_all(use_all_regions=False, center=False)#

View all objects in scene

Parameters:
  • use_all_regions (boolean, (optional)) – All Regions, View selected for all regions

  • center (boolean, (optional)) – Center

bpy.ops.view3d.view_axis(type='LEFT', align_active=False, relative=False)#

Use a preset viewpoint

Parameters:
  • type (enum in ['LEFT', 'RIGHT', 'BOTTOM', 'TOP', 'FRONT', 'BACK'], (optional)) –

    View, Preset viewpoint to use

    • LEFT Left – View from the left.

    • RIGHT Right – View from the right.

    • BOTTOM Bottom – View from the bottom.

    • TOP Top – View from the top.

    • FRONT Front – View from the front.

    • BACK Back – View from the back.

  • align_active (boolean, (optional)) – Align Active, Align to the active object’s axis

  • relative (boolean, (optional)) – Relative, Rotate relative to the current orientation

bpy.ops.view3d.view_camera()#

Toggle the camera view

bpy.ops.view3d.view_center_camera()#

Center the camera view, resizing the view to fit its bounds

bpy.ops.view3d.view_center_cursor()#

Center the view so that the cursor is in the middle of the view

bpy.ops.view3d.view_center_lock()#

Center the view lock offset

bpy.ops.view3d.view_center_pick()#

Center the view to the Z-depth position under the mouse cursor

bpy.ops.view3d.view_lock_clear()#

Clear all view locking

bpy.ops.view3d.view_lock_to_active()#

Lock the view to the active object/bone

bpy.ops.view3d.view_orbit(angle=0.0, type='ORBITLEFT')#

Orbit the view

Parameters:
  • angle (float in [-inf, inf], (optional)) – Roll

  • type (enum in ['ORBITLEFT', 'ORBITRIGHT', 'ORBITUP', 'ORBITDOWN'], (optional)) –

    Orbit, Direction of View Orbit

    • ORBITLEFT Orbit Left – Orbit the view around to the left.

    • ORBITRIGHT Orbit Right – Orbit the view around to the right.

    • ORBITUP Orbit Up – Orbit the view up.

    • ORBITDOWN Orbit Down – Orbit the view down.

bpy.ops.view3d.view_pan(type='PANLEFT')#

Pan the view in a given direction

Parameters:

type (enum in ['PANLEFT', 'PANRIGHT', 'PANUP', 'PANDOWN'], (optional)) –

Pan, Direction of View Pan

  • PANLEFT Pan Left – Pan the view to the left.

  • PANRIGHT Pan Right – Pan the view to the right.

  • PANUP Pan Up – Pan the view up.

  • PANDOWN Pan Down – Pan the view down.

bpy.ops.view3d.view_persportho()#

Switch the current view from perspective/orthographic projection

bpy.ops.view3d.view_roll(angle=0.0, type='ANGLE')#

Roll the view

Parameters:
  • angle (float in [-inf, inf], (optional)) – Roll

  • type (enum in ['ANGLE', 'LEFT', 'RIGHT'], (optional)) –

    Roll Angle Source, How roll angle is calculated

    • ANGLE Roll Angle – Roll the view using an angle value.

    • LEFT Roll Left – Roll the view around to the left.

    • RIGHT Roll Right – Roll the view around to the right.

bpy.ops.view3d.view_selected(use_all_regions=False)#

Move the view to the selection center

Parameters:

use_all_regions (boolean, (optional)) – All Regions, View selected for all regions

bpy.ops.view3d.walk()#

Interactively walk around the scene

bpy.ops.view3d.zoom(mx=0, my=0, delta=0, use_cursor_init=True)#

Zoom in/out in the view

Parameters:
  • mx (int in [0, inf], (optional)) – Region Position X

  • my (int in [0, inf], (optional)) – Region Position Y

  • delta (int in [-inf, inf], (optional)) – Delta

  • use_cursor_init (boolean, (optional)) – Use Mouse Position, Allow the initial mouse position to be used

bpy.ops.view3d.zoom_border(xmin=0, xmax=0, ymin=0, ymax=0, wait_for_input=True, zoom_out=False)#

Zoom in the view to the nearest object contained in the border

Parameters:
  • xmin (int in [-inf, inf], (optional)) – X Min

  • xmax (int in [-inf, inf], (optional)) – X Max

  • ymin (int in [-inf, inf], (optional)) – Y Min

  • ymax (int in [-inf, inf], (optional)) – Y Max

  • wait_for_input (boolean, (optional)) – Wait for Input

  • zoom_out (boolean, (optional)) – Zoom Out

bpy.ops.view3d.zoom_camera_1_to_1()#

Match the camera to 1:1 to the render output