Object(ID)

Basic Object Operations Example

This script demonstrates basic operations on object like creating new object, placing it into a view layer, selecting it and making it active.


import bpy

view_layer = bpy.context.view_layer

# Create new light datablock.
light_data = bpy.data.lights.new(name="New Light", type='POINT')

# Create new object with our light datablock.
light_object = bpy.data.objects.new(name="New Light", object_data=light_data)

# Link light object to the active collection of current view layer,
# so that it'll appear in the current scene.
view_layer.active_layer_collection.collection.objects.link(light_object)

# Place light to a specified location.
light_object.location = (5.0, 5.0, 5.0)

# And finally select it and make it active.
light_object.select_set(True)
view_layer.objects.active = light_object

base classes — bpy_struct, ID

class bpy.types.Object(ID)

Object data-block defining an object in a scene

active_material

Active material being displayed

Type:Material
active_material_index

Index of active material slot

Type:int in [0, inf], default 0
active_shape_key

Current shape key

Type:ShapeKey, (readonly)
active_shape_key_index

Current shape key index

Type:int in [-32768, 32767], default 0
animation_data

Animation data for this data-block

Type:AnimData, (readonly)
animation_visualization

Animation data for this data-block

Type:AnimViz, (readonly, never None)
bound_box

Object’s bounding box in object-space coordinates, all values are -1.0 when not available

Type:float multi-dimensional array of 8 * 3 items in [-inf, inf], default ((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, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0)), (readonly)
collision

Settings for using the object as a collider in physics simulation

Type:CollisionSettings, (readonly)
color

Object color and alpha, used when faces have the ObColor mode enabled

Type:float array of 4 items in [0, inf], default (0.0, 0.0, 0.0, 0.0)
constraints

Constraints affecting the transformation of the object

Type:ObjectConstraints bpy_prop_collection of Constraint, (readonly)
cycles

Cycles object settings

Type:CyclesObjectSettings, (readonly)
cycles_visibility

Cycles visibility settings

Type:CyclesVisibilitySettings, (readonly)
data

Object data

Type:ID
delta_location

Extra translation added to the location of the object

Type:float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
delta_rotation_euler

Extra rotation added to the rotation of the object (when using Euler rotations)

Type:float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
delta_rotation_quaternion

Extra rotation added to the rotation of the object (when using Quaternion rotations)

Type:float array of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0)
delta_scale

Extra scaling added to the scale of the object

Type:float array of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)
dimensions

Absolute bounding box dimensions of the object (WARNING: assigning to it or its members mutiple consecutive times will not work correctly, as this needs up-to-date evaluated data)

Type:float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
display

Object display settings for 3d viewport

Type:ObjectDisplay, (readonly, never None)
display_bounds_type

Object boundary display type

  • BOX Box, Display bounds as box.
  • SPHERE Sphere, Display bounds as sphere.
  • CYLINDER Cylinder, Display bounds as cylinder.
  • CONE Cone, Display bounds as cone.
  • CAPSULE Capsule, Display bounds as capsule.
Type:enum in [‘BOX’, ‘SPHERE’, ‘CYLINDER’, ‘CONE’, ‘CAPSULE’], default ‘BOX’
display_type

How to display object in viewport

  • BOUNDS Bounds, Display the bounds of the object.
  • WIRE Wire, Display the object as a wireframe.
  • SOLID Solid, Display the object as a solid (if solid drawing is enabled in the viewport).
  • TEXTURED Textured, Display the object with textures (if textures are enabled in the viewport).
Type:enum in [‘BOUNDS’, ‘WIRE’, ‘SOLID’, ‘TEXTURED’], default ‘BOUNDS’
empty_display_size

Size of display for empties in the viewport

Type:float in [0.0001, 1000], default 0.0
empty_display_type

Viewport display style for empties

Type:enum in [‘PLAIN_AXES’, ‘ARROWS’, ‘SINGLE_ARROW’, ‘CIRCLE’, ‘CUBE’, ‘SPHERE’, ‘CONE’, ‘IMAGE’], default ‘PLAIN_AXES’
empty_image_depth

Determine which other objects will occlude the image

Type:enum in [‘DEFAULT’, ‘FRONT’, ‘BACK’], default ‘DEFAULT’
empty_image_offset

Origin offset distance

Type:float array of 2 items in [-inf, inf], default (0.0, 0.0)
empty_image_side

Show front/back side

Type:enum in [‘DOUBLE_SIDED’, ‘FRONT’, ‘BACK’], default ‘DOUBLE_SIDED’
face_maps

Maps of faces of the object

Type:FaceMaps bpy_prop_collection of FaceMap, (readonly)
field

Settings for using the object as a field in physics simulation

Type:FieldSettings, (readonly)
grease_pencil

Grease Pencil data-block (deprecated)

Type:GreasePencil
grease_pencil_modifiers

Modifiers affecting the data of the grease pencil object

Type:ObjectGpencilModifiers bpy_prop_collection of GpencilModifier, (readonly)
hide_render

Disable object in renders

Type:boolean, default False
hide_select

Disable object selection in the viewport

Type:boolean, default False
hide_viewport

Disable object in the viewport

Type:boolean, default False
image_user

Parameters defining which layer, pass and frame of the image is displayed

Type:ImageUser, (readonly, never None)
instance_collection

Instance an existing collection

Type:Collection
instance_faces_scale

Scale the face instance objects

Type:float in [0.001, 10000], default 0.0
instance_type

If not None, object instancing method to use

  • NONE None.
  • VERTS Verts, Instantiate child objects on all vertices.
  • FACES Faces, Instantiate child objects on all faces.
  • COLLECTION Collection, Enable collection instancing.
Type:enum in [‘NONE’, ‘VERTS’, ‘FACES’, ‘COLLECTION’], default ‘NONE’
is_from_instancer

Object comes from a instancer

Type:boolean, default False, (readonly)
is_from_set

Object comes from a background set

Type:boolean, default False, (readonly)
is_instancer
Type:boolean, default False, (readonly)
location

Location of the object

Type:float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
lock_location

Lock editing of location in the interface

Type:boolean array of 3 items, default (False, False, False)
lock_rotation

Lock editing of rotation in the interface

Type:boolean array of 3 items, default (False, False, False)
lock_rotation_w

Lock editing of ‘angle’ component of four-component rotations in the interface

Type:boolean, default False
lock_rotations_4d

Lock editing of four component rotations by components (instead of as Eulers)

Type:boolean, default False
lock_scale

Lock editing of scale in the interface

Type:boolean array of 3 items, default (False, False, False)
material_slots

Material slots in the object

Type:bpy_prop_collection of MaterialSlot, (readonly)
matrix_basis

Matrix access to location, rotation and scale (including deltas), before constraints and parenting are applied

Type:float multi-dimensional array of 4 * 4 items in [-inf, inf], default ((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))
matrix_local

Parent relative transformation matrix - WARNING: Only takes into account ‘Object’ parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent bone

Type:float multi-dimensional array of 4 * 4 items in [-inf, inf], default ((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))
matrix_parent_inverse

Inverse of object’s parent matrix at time of parenting

Type:float multi-dimensional array of 4 * 4 items in [-inf, inf], default ((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))
matrix_world

Worldspace transformation matrix

Type:float multi-dimensional array of 4 * 4 items in [-inf, inf], default ((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))
mode

Object interaction 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, Paint Grease Pencil Strokes.
  • WEIGHT_GPENCIL Weight Paint, Grease Pencil Weight Paint Strokes.
Type:enum in [‘OBJECT’, ‘EDIT’, ‘POSE’, ‘SCULPT’, ‘VERTEX_PAINT’, ‘WEIGHT_PAINT’, ‘TEXTURE_PAINT’, ‘PARTICLE_EDIT’, ‘EDIT_GPENCIL’, ‘SCULPT_GPENCIL’, ‘PAINT_GPENCIL’, ‘WEIGHT_GPENCIL’], default ‘OBJECT’, (readonly)
modifiers

Modifiers affecting the geometric data of the object

Type:ObjectModifiers bpy_prop_collection of Modifier, (readonly)
motion_path

Motion Path for this element

Type:MotionPath, (readonly)
parent

Parent Object

Type:Object
parent_bone

Name of parent bone in case of a bone parenting relation

Type:string, default “”, (never None)
parent_type

Type of parent relation

  • OBJECT Object, The object is parented to an object.
  • ARMATURE Armature.
  • LATTICE Lattice, The object is parented to a lattice.
  • VERTEX Vertex, The object is parented to a vertex.
  • VERTEX_3 3 Vertices.
  • BONE Bone, The object is parented to a bone.
Type:enum in [‘OBJECT’, ‘ARMATURE’, ‘LATTICE’, ‘VERTEX’, ‘VERTEX_3’, ‘BONE’], default ‘OBJECT’
parent_vertices

Indices of vertices in case of a vertex parenting relation

Type:int array of 3 items in [0, inf], default (0, 0, 0)
particle_systems

Particle systems emitted from the object

Type:ParticleSystems bpy_prop_collection of ParticleSystem, (readonly)
pass_index

Index number for the “Object Index” render pass

Type:int in [0, 32767], default 0
pose

Current pose for armatures

Type:Pose, (readonly)
pose_library

Action used as a pose library for armatures

Type:Action
proxy

Library object this proxy object controls

Type:Object, (readonly)
proxy_collection

Library collection duplicator object this proxy object controls

Type:Object, (readonly)
rigid_body

Settings for rigid body simulation

Type:RigidBodyObject, (readonly)
rigid_body_constraint

Constraint constraining rigid bodies

Type:RigidBodyConstraint, (readonly)
rotation_axis_angle

Angle of Rotation for Axis-Angle rotation representation

Type:float array of 4 items in [-inf, inf], default (0.0, 0.0, 1.0, 0.0)
rotation_euler

Rotation in Eulers

Type:float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
rotation_mode
  • QUATERNION Quaternion (WXYZ), No Gimbal Lock.
  • XYZ XYZ Euler, XYZ Rotation Order - prone to Gimbal Lock (default).
  • XZY XZY Euler, XZY Rotation Order - prone to Gimbal Lock.
  • YXZ YXZ Euler, YXZ Rotation Order - prone to Gimbal Lock.
  • YZX YZX Euler, YZX Rotation Order - prone to Gimbal Lock.
  • ZXY ZXY Euler, ZXY Rotation Order - prone to Gimbal Lock.
  • ZYX ZYX Euler, ZYX Rotation Order - prone to Gimbal Lock.
  • AXIS_ANGLE Axis Angle, Axis Angle (W+XYZ), defines a rotation around some axis defined by 3D-Vector.
Type:enum in [‘QUATERNION’, ‘XYZ’, ‘XZY’, ‘YXZ’, ‘YZX’, ‘ZXY’, ‘ZYX’, ‘AXIS_ANGLE’], default ‘QUATERNION’
rotation_quaternion

Rotation in Quaternions

Type:float array of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0)
scale

Scaling of the object

Type:float array of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)
shader_effects

Effects affecting display of object

Type:ObjectShaderFx bpy_prop_collection of ShaderFx, (readonly)
show_all_edges

Display all edges for mesh objects

Type:boolean, default False
show_axis

Display the object’s origin and axes

Type:boolean, default False
show_bounds

Display the object’s bounds

Type:boolean, default False
show_empty_image_orthographic

Display image in orthographic mode

Type:boolean, default False
show_empty_image_perspective

Display image in perspective mode

Type:boolean, default False
show_in_front

Make the object draw in front of others

Type:boolean, default False
show_instancer_for_render

Make instancer visible when rendering

Type:boolean, default False
show_instancer_for_viewport

Make instancer visible in the viewport

Type:boolean, default False
show_name

Display the object’s name

Type:boolean, default False
show_only_shape_key

Always show the current Shape for this Object

Type:boolean, default False
show_texture_space

Display the object’s texture space

Type:boolean, default False
show_transparent

Display material transparency in the object

Type:boolean, default False
show_wire

Add the object’s wireframe over solid drawing

Type:boolean, default False
soft_body

Settings for soft body simulation

Type:SoftBodySettings, (readonly)
track_axis

Axis that points in ‘forward’ direction (applies to InstanceFrame when parent ‘Follow’ is enabled)

Type:enum in [‘POS_X’, ‘POS_Y’, ‘POS_Z’, ‘NEG_X’, ‘NEG_Y’, ‘NEG_Z’], default ‘POS_X’
type

Type of Object

Type:enum in [‘MESH’, ‘CURVE’, ‘SURFACE’, ‘META’, ‘FONT’, ‘ARMATURE’, ‘LATTICE’, ‘EMPTY’, ‘GPENCIL’, ‘CAMERA’, ‘LIGHT’, ‘SPEAKER’, ‘LIGHT_PROBE’], default ‘EMPTY’, (readonly)
up_axis

Axis that points in the upward direction (applies to InstanceFrame when parent ‘Follow’ is enabled)

Type:enum in [‘X’, ‘Y’, ‘Z’], default ‘X’
use_dynamic_topology_sculpting
Type:boolean, default False, (readonly)
use_instance_faces_scale

Scale instance based on face size

Type:boolean, default False
use_instance_vertices_rotation

Rotate instance according to vertex normal

Type:boolean, default False
use_shape_key_edit_mode

Apply shape keys in edit mode (for Meshes only)

Type:boolean, default False
vertex_groups

Vertex groups of the object

Type:VertexGroups bpy_prop_collection of VertexGroup, (readonly)
children

All the children of this object. Warning: takes O(len(bpy.data.objects)) time. (readonly)

users_collection

The collections this object is in. Warning: takes O(len(bpy.data.collections) + len(bpy.data.scenes)) time. (readonly)

users_scene

The scenes this object is in. Warning: takes O(len(bpy.data.scenes) * len(bpy.data.objects)) time. (readonly)

select_get(view_layer=None)

Test if the object is selected. The selection state is per view layer

Parameters:view_layer (ViewLayer, (optional)) – Use this instead of the active view layer
Returns:Object selected
Return type:boolean
select_set(state, view_layer=None)

Select or deselect the object. The selection state is per view layer

Parameters:
  • state (boolean) – Selection state to define
  • view_layer (ViewLayer, (optional)) – Use this instead of the active view layer
hide_get(view_layer=None)

Test if the object is hidden for viewport editing. This hiding state is per view layer

Parameters:view_layer (ViewLayer, (optional)) – Use this instead of the active view layer
Returns:Object hideed
Return type:boolean
hide_set(state, view_layer=None)

Hide the object for viewport editing. This hiding state is per view layer

Parameters:
  • state (boolean) – Hide state to define
  • view_layer (ViewLayer, (optional)) – Use this instead of the active view layer
visible_get(view_layer=None, viewport=None)

Test if the object is visible in the 3D viewport, taking into account all visibility settings

Parameters:
  • view_layer (ViewLayer, (optional)) – Use this instead of the active view layer
  • viewport (SpaceView3D, (optional)) – Use this instead of the active 3D viewport
Returns:

Object visible

Return type:

boolean

holdout_get(view_layer=None)

Test if object is masked in the view layer

Parameters:view_layer (ViewLayer, (optional)) – Use this instead of the active view layer
Returns:Object holdout
Return type:boolean
indirect_only_get(view_layer=None)

Test if object is set to contribute only indirectly (through shadows and reflections) in the view layer

Parameters:view_layer (ViewLayer, (optional)) – Use this instead of the active view layer
Returns:Object indirect only
Return type:boolean
local_view_get(viewport)

Get the local view state for this object

Parameters:viewport (SpaceView3D) – Viewport in local view
Returns:Object local view state
Return type:boolean
local_view_set(viewport, state)

Set the local view state for this object

Parameters:
  • viewport (SpaceView3D) – Viewport in local view
  • state (boolean) – Local view state to define
convert_space(pose_bone=None, 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)), from_space='WORLD', to_space='WORLD')

Convert (transform) the given matrix from one space to another

Parameters:
  • pose_bone (PoseBone, (optional)) – Bone to use to define spaces (may be None, in which case only the two ‘WORLD’ and ‘LOCAL’ spaces are usable)
  • matrix (float multi-dimensional array of 4 * 4 items in [-inf, inf], (optional)) – The matrix to transform
  • from_space (enum in ['WORLD', 'POSE', 'LOCAL_WITH_PARENT', 'LOCAL'], (optional)) –

    The space in which ‘matrix’ is currently

    • WORLD World Space, The most global space in Blender.
    • POSE Pose Space, The pose space of a bone (its armature’s object space).
    • LOCAL_WITH_PARENT Local With Parent, The local space of a bone’s parent bone.
    • LOCAL Local Space, The local space of an object/bone.
  • to_space (enum in ['WORLD', 'POSE', 'LOCAL_WITH_PARENT', 'LOCAL'], (optional)) –

    The space to which you want to transform ‘matrix’

    • WORLD World Space, The most global space in Blender.
    • POSE Pose Space, The pose space of a bone (its armature’s object space).
    • LOCAL_WITH_PARENT Local With Parent, The local space of a bone’s parent bone.
    • LOCAL Local Space, The local space of an object/bone.
Returns:

The transformed matrix

Return type:

float multi-dimensional array of 4 * 4 items in [-inf, inf]

calc_matrix_camera(depsgraph, x=1, y=1, scale_x=1.0, scale_y=1.0)

Generate the camera projection matrix of this object (mostly useful for Camera and Light types)

Parameters:
  • depsgraph (Depsgraph) – Depsgraph to get evaluated data from
  • x (int in [0, inf], (optional)) – Width of the render area
  • y (int in [0, inf], (optional)) – Height of the render area
  • scale_x (float in [1e-06, inf], (optional)) – Width scaling factor
  • scale_y (float in [1e-06, inf], (optional)) – Height scaling factor
Returns:

The camera projection matrix

Return type:

float multi-dimensional array of 4 * 4 items in [-inf, inf]

camera_fit_coords(depsgraph, coordinates)

Compute the coordinate (and scale for ortho cameras) given object should be to ‘see’ all given coordinates

Parameters:
  • depsgraph (Depsgraph) – Depsgraph to get evaluated data from
  • coordinates (float array of 1 items in [-inf, inf], (never None)) – Coordinates to fit in
Return (co_return, scale_return):
 

co_return, The location to aim to be able to see all given points, float array of 3 items in [-inf, inf]

scale_return, The ortho scale to aim to be able to see all given points (if relevant), float in [-inf, inf]

to_mesh(depsgraph, apply_modifiers, calc_undeformed=False)

Create a Mesh data-block with modifiers applied

Parameters:
  • depsgraph (Depsgraph, (never None)) – Dependency Graph, Evaluated dependency graph within which to evaluate modifiers
  • apply_modifiers (boolean) – Apply modifiers
  • calc_undeformed (boolean, (optional)) – Calculate Undeformed, Calculate undeformed vertex coordinates
Returns:

Mesh created from object, remove it if it is only used for export

Return type:

Mesh

find_armature()

Find armature influencing this object as a parent or via a modifier

Returns:Armature object influencing this object or NULL
Return type:Object
shape_key_add(name="Key", from_mix=True)

Add shape key to this object

Parameters:
  • name (string, (optional, never None)) – Unique name for the new keyblock
  • from_mix (boolean, (optional)) – Create new shape from existing mix of shapes
Returns:

New shape keyblock

Return type:

ShapeKey

shape_key_remove(key)

Remove a Shape Key from this object

Parameters:key (ShapeKey, (never None)) – Keyblock to be removed
ray_cast(origin, direction, distance=1.70141e+38, depsgraph=None)

Cast a ray onto evaluated geometry, in object space (using context’s or provided depsgraph to get evaluated mesh if needed)

Parameters:
  • origin (float array of 3 items in [-inf, inf]) – Origin of the ray, in object space
  • direction (float array of 3 items in [-inf, inf]) – Direction of the ray, in object space
  • distance (float in [0, inf], (optional)) – Maximum distance
  • depsgraph (Depsgraph, (optional)) – Depsgraph to use to get evaluated data, when called from original object (only needed if current Context’s depsgraph is not suitable)
Return (result, location, normal, index):
 

result, Wheter the ray successfully hit the geometry, boolean

location, The hit location of this ray cast, float array of 3 items in [-inf, inf]

normal, The face normal at the ray cast hit location, float array of 3 items in [-inf, inf]

index, The face index, -1 when original data isn’t available, int in [-inf, inf]

closest_point_on_mesh(origin, distance=1.84467e+19, depsgraph=None)

Find the nearest point on evaluated geometry, in object space (using context’s or provided depsgraph to get evaluated mesh if needed)

Parameters:
  • origin (float array of 3 items in [-inf, inf]) – Point to find closest geometry from (in object space)
  • distance (float in [0, inf], (optional)) – Maximum distance
  • depsgraph (Depsgraph, (optional)) – Depsgraph to use to get evaluated data, when called from original object (only needed if current Context’s depsgraph is not suitable)
Return (result, location, normal, index):
 

result, Wheter closest point on geometry was found, boolean

location, The location on the object closest to the point, float array of 3 items in [-inf, inf]

normal, The face normal at the closest point, float array of 3 items in [-inf, inf]

index, The face index, -1 when original data isn’t available, int in [-inf, inf]

is_modified(scene, settings)

Determine if this object is modified from the base mesh data

Parameters:
  • scene (Scene, (never None)) – Scene in which to check the object
  • settings (enum in ['PREVIEW', 'RENDER']) –

    Modifier settings to apply

    • PREVIEW Preview, Apply modifier preview settings.
    • RENDER Render, Apply modifier render settings.
Returns:

Whether the object is modified

Return type:

boolean

is_deform_modified(scene, settings)

Determine if this object is modified by a deformation from the base mesh data

Parameters:
  • scene (Scene, (never None)) – Scene in which to check the object
  • settings (enum in ['PREVIEW', 'RENDER']) –

    Modifier settings to apply

    • PREVIEW Preview, Apply modifier preview settings.
    • RENDER Render, Apply modifier render settings.
Returns:

Whether the object is deform-modified

Return type:

boolean

dm_info(type, depsgraph=None)

Returns a string for original/evaluated mesh data (debug builds only, using context’s or provided depsgraph to get evaluated mesh if needed)

Parameters:
  • type (enum in ['SOURCE', 'DEFORM', 'FINAL']) –

    Modifier settings to apply

    • SOURCE Source, Source mesh.
    • DEFORM Deform, Objects deform mesh.
    • FINAL Final, Objects final mesh.
  • depsgraph (Depsgraph, (optional)) – Depsgraph to use to get evaluated data, when called from original object (only needed if current Context’s depsgraph is not suitable)
Returns:

Requested informations

Return type:

string, (never None)

update_from_editmode()

Load the objects edit-mode data into the object data

Returns:Success
Return type:boolean
cache_release()

Release memory used by caches associated with this object. Intended to be used by render engines only

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