Mesh Operators

bpy.ops.mesh.beautify_fill()

Rearrange geometry on a selected surface to avoid skinny faces

bpy.ops.mesh.blend_from_shape(shape='', blend=1.0, add=False)

Blend in shape from a shape key

Parameters:
  • shape (enum in [], (optional)) – Shape, Shape key to use for blending.
  • blend (float in [-inf, inf], (optional)) – Blend, Blending factor.
  • add (boolean, (optional)) – Add, Add rather then blend between shapes.
bpy.ops.mesh.colors_mirror(axis='X')

Mirror UV/image color layer

Parameters:axis (enum in [‘X’, ‘Y’], (optional)) – Axis, Axis to mirror colors around.
bpy.ops.mesh.colors_rotate(direction='CW')

Rotate UV/image color layer

Parameters:direction (enum in [‘CW’, ‘CCW’], (optional)) – Direction, Direction to rotate edge around.
bpy.ops.mesh.delete(type='VERT')

Delete selected vertices, edges or faces

Parameters:type (enum in [‘VERT’, ‘EDGE’, ‘FACE’, ‘ALL’, ‘EDGE_FACE’, ‘ONLY_FACE’, ‘EDGE_LOOP’], (optional)) – Type, Method used for deleting mesh data
bpy.ops.mesh.delete_edgeloop()

Delete an edge loop by merging the faces on each side to a single face loop

File :startup/bl_operators/wm.py:31
bpy.ops.mesh.drop_named_image(name="Image", filepath="Path")

Assigns Image to active UV layer, or creates a UV layer

Parameters:
  • name (string, (optional)) – Name, Image name to assign.
  • filepath (string, (optional)) – Filepath, Path to image file
bpy.ops.mesh.dupli_extrude_cursor(rotate_source=True)

Duplicate and extrude selected vertices, edges or faces towards 3D Cursor

Parameters:rotate_source (boolean, (optional)) – Rotate Source, Rotate initial selection giving better shape
bpy.ops.mesh.duplicate(mode=1)

Duplicate selected vertices, edges or faces

Parameters:mode (int in [0, inf], (optional)) – Mode
bpy.ops.mesh.duplicate_move(MESH_OT_duplicate=None, TRANSFORM_OT_translate=None)

Undocumented (contribute)

Parameters:
  • MESH_OT_duplicate (MESH_OT_duplicate, (optional)) – Duplicate, Duplicate selected vertices, edges or faces
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate selected items
bpy.ops.mesh.edge_face_add()

Add an edge or face to selected

bpy.ops.mesh.edge_flip()

Flip selected edge or adjoining faces

bpy.ops.mesh.edge_rotate(direction='CW')

Rotate selected edge or adjoining faces

Parameters:direction (enum in [‘CW’, ‘CCW’], (optional)) – Direction, Direction to rotate the edge around.
bpy.ops.mesh.edgering_select(extend=False)

Select an edge ring

Parameters:extend (boolean, (optional)) – Extend, Extend the selection
bpy.ops.mesh.edges_select_sharp(sharpness=0.01)

Marked selected edges as sharp

Parameters:sharpness (float in [0, inf], (optional)) – sharpness
bpy.ops.mesh.extrude(type='REGION')

Extrude selected vertices, edges or faces

Parameters:type (enum in [‘REGION’, ‘FACES’, ‘EDGES’, ‘VERTS’], (optional)) – Type
bpy.ops.mesh.extrude_edges_move(MESH_OT_extrude=None, TRANSFORM_OT_translate=None)

Undocumented (contribute)

Parameters:
  • MESH_OT_extrude (MESH_OT_extrude, (optional)) – Extrude, Extrude selected vertices, edges or faces
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate selected items
bpy.ops.mesh.extrude_faces_move(MESH_OT_extrude=None, TRANSFORM_OT_shrink_fatten=None)

Undocumented (contribute)

Parameters:
  • MESH_OT_extrude (MESH_OT_extrude, (optional)) – Extrude, Extrude selected vertices, edges or faces
  • TRANSFORM_OT_shrink_fatten (TRANSFORM_OT_shrink_fatten, (optional)) – Shrink/Fatten, Shrink/fatten selected vertices along normals
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude=None, TRANSFORM_OT_translate=None)

Undocumented (contribute)

Parameters:
  • MESH_OT_extrude (MESH_OT_extrude, (optional)) – Extrude, Extrude selected vertices, edges or faces
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate selected items
bpy.ops.mesh.extrude_repeat(offset=2.0, steps=10)

Extrude selected vertices, edges or faces repeatedly

Parameters:
  • offset (float in [0, 100], (optional)) – Offset
  • steps (int in [0, 180], (optional)) – Steps
bpy.ops.mesh.extrude_vertices_move(MESH_OT_extrude=None, TRANSFORM_OT_translate=None)

Undocumented (contribute)

Parameters:
  • MESH_OT_extrude (MESH_OT_extrude, (optional)) – Extrude, Extrude selected vertices, edges or faces
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate selected items
bpy.ops.mesh.faces_miror_uv()

Copy mirror UV coordinates on the X axis based on a mirrored mesh

File :startup/bl_operators/mesh.py:78
bpy.ops.mesh.faces_select_interior()

Select faces where all edges have more then 2 face users.

File :startup/bl_operators/mesh.py:36
bpy.ops.mesh.faces_select_linked_flat(sharpness=135.0)

Select linked faces by angle

Parameters:sharpness (float in [0, inf], (optional)) – sharpness
bpy.ops.mesh.faces_shade_flat()

Display faces ‘flat’

bpy.ops.mesh.faces_shade_smooth()

Display faces ‘smooth’ (using vertex normals)

bpy.ops.mesh.fgon_clear()

Clear fgon from selected face

bpy.ops.mesh.fgon_make()

Make fgon from selected faces

bpy.ops.mesh.fill()

Create a segment, edge or face

bpy.ops.mesh.flip_normals()

Toggle the direction of selected face’s vertex and face normals

bpy.ops.mesh.hide(unselected=False)

Hide (un)selected vertices, edges or faces

Parameters:unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected.
bpy.ops.mesh.knife_cut(type='EXACT', path=None, num_cuts=1, cursor=9)

Cut selected edges and faces into parts

Parameters:
  • type (enum in [‘EXACT’, ‘MIDPOINTS’, ‘MULTICUT’], (optional)) – Type
  • path (bpy_prop_collection of OperatorMousePath, (optional)) – path
  • num_cuts (int in [1, 256], (optional)) – Number of Cuts, Only for Multi-Cut
  • cursor (int in [0, inf], (optional)) – Cursor
bpy.ops.mesh.loop_multi_select(ring=False)

Select a loop of connected edges by connection type

Parameters:ring (boolean, (optional)) – Ring
bpy.ops.mesh.loop_select(extend=False, ring=False)

Select a loop of connected edges

Parameters:
  • extend (boolean, (optional)) – Extend Select
  • ring (boolean, (optional)) – Select Ring
bpy.ops.mesh.loop_to_region()

Select a loop of connected edges as a region

bpy.ops.mesh.loopcut(number_cuts=1)

Add a new loop between existing loops

Parameters:number_cuts (int in [1, inf], (optional)) – Number of Cuts
bpy.ops.mesh.loopcut_slide(MESH_OT_loopcut=None, TRANSFORM_OT_edge_slide=None)

Undocumented (contribute)

Parameters:
  • MESH_OT_loopcut (MESH_OT_loopcut, (optional)) – Loop Cut, Add a new loop between existing loops
  • TRANSFORM_OT_edge_slide (TRANSFORM_OT_edge_slide, (optional)) – Edge Slide, Slide an edge loop along a mesh
bpy.ops.mesh.mark_seam(clear=False)

(un)mark selected edges as a seam

Parameters:clear (boolean, (optional)) – Clear
bpy.ops.mesh.mark_sharp(clear=False)

(un)mark selected edges as sharp

Parameters:clear (boolean, (optional)) – Clear
bpy.ops.mesh.merge(type='CENTER', uvs=False)

Merge selected vertices

Parameters:
  • type (enum in [‘FIRST’, ‘LAST’, ‘CENTER’, ‘CURSOR’, ‘COLLAPSE’], (optional)) – Type, Merge method to use.
  • uvs (boolean, (optional)) – UVs, Move UVs according to merge.
bpy.ops.mesh.noise(factor=0.1)

Use vertex coordinate as texture coordinate

Parameters:factor (float in [-inf, inf], (optional)) – Factor
bpy.ops.mesh.normals_make_consistent(inside=False)

Flip all selected vertex and face normals in a consistent direction

Parameters:inside (boolean, (optional)) – Inside
bpy.ops.mesh.primitive_circle_add(vertices=32, radius=1.0, fill=False, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Construct a circle mesh

Parameters:
  • vertices (int in [-inf, inf], (optional)) – Vertices
  • radius (float in [0, inf], (optional)) – Radius
  • fill (boolean, (optional)) – Fill
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view.
  • enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this 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
  • layers (boolean array of 20 items, (optional)) – Layer
bpy.ops.mesh.primitive_cone_add(vertices=32, radius=1.0, depth=2.0, cap_end=True, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Construct a conic mesh (ends filled)

Parameters:
  • vertices (int in [-inf, inf], (optional)) – Vertices
  • radius (float in [0, inf], (optional)) – Radius
  • depth (float in [0, inf], (optional)) – Depth
  • cap_end (boolean, (optional)) – Cap End
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view.
  • enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this 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
  • layers (boolean array of 20 items, (optional)) – Layer
bpy.ops.mesh.primitive_cube_add(view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Construct a cube mesh

Parameters:
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view.
  • enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this 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
  • layers (boolean array of 20 items, (optional)) – Layer
bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=1.0, depth=2.0, cap_ends=True, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Construct a cylinder mesh

Parameters:
  • vertices (int in [-inf, inf], (optional)) – Vertices
  • radius (float in [0, inf], (optional)) – Radius
  • depth (float in [0, inf], (optional)) – Depth
  • cap_ends (boolean, (optional)) – Cap Ends
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view.
  • enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this 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
  • layers (boolean array of 20 items, (optional)) – Layer
bpy.ops.mesh.primitive_grid_add(x_subdivisions=10, y_subdivisions=10, size=1.0, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Construct a grid mesh

Parameters:
  • x_subdivisions (int in [-inf, inf], (optional)) – X Subdivisions
  • y_subdivisions (int in [-inf, inf], (optional)) – Y Subdivisions
  • size (float in [0, inf], (optional)) – Size
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view.
  • enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this 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
  • layers (boolean array of 20 items, (optional)) – Layer
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, size=1.0, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Construct an Icosphere mesh

Parameters:
  • subdivisions (int in [0, inf], (optional)) – Subdivisions
  • size (float in [0, inf], (optional)) – Size
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view.
  • enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this 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
  • layers (boolean array of 20 items, (optional)) – Layer
bpy.ops.mesh.primitive_monkey_add(view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Construct a Suzanne mesh

Parameters:
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view.
  • enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this 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
  • layers (boolean array of 20 items, (optional)) – Layer
bpy.ops.mesh.primitive_plane_add(view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Construct a filled planar mesh with 4 vertices

Parameters:
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view.
  • enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this 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
  • layers (boolean array of 20 items, (optional)) – Layer
bpy.ops.mesh.primitive_torus_add(major_radius=1.0, minor_radius=0.25, major_segments=48, minor_segments=12, use_abso=False, abso_major_rad=1.0, abso_minor_rad=0.5, view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))

Add a torus mesh

Parameters:
  • major_radius (float in [0.01, 100], (optional)) – Major Radius, Radius from the origin to the center of the cross sections
  • minor_radius (float in [0.01, 100], (optional)) – Minor Radius, Radius of the torus’ cross section
  • major_segments (int in [3, 256], (optional)) – Major Segments, Number of segments for the main ring of the torus
  • minor_segments (int in [3, 256], (optional)) – Minor Segments, Number of segments for the minor ring of the torus
  • use_abso (boolean, (optional)) – Use Int+Ext Controls, Use the Int / Ext controls for torus dimensions
  • abso_major_rad (float in [0.01, 100], (optional)) – Exterior Radius, Total Exterior Radius of the torus
  • abso_minor_rad (float in [0.01, 100], (optional)) – Inside Radius, Total Interior Radius of the torus
  • view_align (boolean, (optional)) – Align to View
  • location (float array of 3 items in [-inf, inf], (optional)) – Location
  • rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation
File :

startup/bl_operators/add_mesh_torus.py:114

bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, size=1.0, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Construct a UV sphere mesh

Parameters:
  • segments (int in [-inf, inf], (optional)) – Segments
  • ring_count (int in [-inf, inf], (optional)) – Rings
  • size (float in [0, inf], (optional)) – Size
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view.
  • enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this 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
  • layers (boolean array of 20 items, (optional)) – Layer
bpy.ops.mesh.quads_convert_to_tris()

Convert selected quads to triangles

bpy.ops.mesh.region_to_loop()

Select a region as a loop of connected edges

bpy.ops.mesh.remove_doubles(limit=0.0001)

Remove duplicate vertices

Parameters:limit (float in [1e-06, 50], (optional)) – Merge Threshold, Minimum distance between merged verts
bpy.ops.mesh.reveal()

Reveal all hidden vertices, edges and faces

bpy.ops.mesh.rip(constraint_axis=(False, False, False), constraint_orientation='', mirror=False, release_confirm=False)

Rip selection from mesh (quads only)

Parameters:
  • constraint_axis (boolean array of 3 items, (optional)) – Constraint Axis
  • constraint_orientation (enum in [], (optional)) – Orientation, Transformation orientation
  • mirror (boolean, (optional)) – Mirror Editing
  • release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
bpy.ops.mesh.rip_move(MESH_OT_rip=None, TRANSFORM_OT_translate=None)

Undocumented (contribute)

Parameters:
  • MESH_OT_rip (MESH_OT_rip, (optional)) – Rip, Rip selection from mesh (quads only)
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate selected items
bpy.ops.mesh.screw(steps=9, turns=1, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 0.0))

Extrude selected vertices in screw-shaped rotation around the cursor in indicated viewport

Parameters:
  • steps (int in [0, inf], (optional)) – Steps, Steps
  • turns (int in [0, inf], (optional)) – Turns, Turns
  • center (float array of 3 items in [-inf, inf], (optional)) – Center, Center in global view space
  • axis (float array of 3 items in [-1, 1], (optional)) – Axis, Axis in global view space
bpy.ops.mesh.select_all(action='TOGGLE')

Change selection of all vertices, edges or faces

Parameters:action (enum in [‘TOGGLE’, ‘SELECT’, ‘DESELECT’, ‘INVERT’], (optional)) – Action, Selection action to execute
bpy.ops.mesh.select_axis(mode='POSITIVE', axis='X_AXIS')

Select all data in the mesh on a single axis

Parameters:
  • mode (enum in [‘POSITIVE’, ‘NEGATIVE’, ‘ALIGNED’], (optional)) – Axis Mode, Axis side to use when selecting
  • axis (enum in [‘X_AXIS’, ‘Y_AXIS’, ‘Z_AXIS’], (optional)) – Axis, Select the axis to compare each vertex on
bpy.ops.mesh.select_by_number_vertices(type='TRIANGLES')

Select vertices or faces by vertex count

Parameters:type (enum in [‘TRIANGLES’, ‘QUADS’, ‘OTHER’], (optional)) – Type, Type of elements to select.
bpy.ops.mesh.select_inverse()

Select inverse of (un)selected vertices, edges or faces

bpy.ops.mesh.select_less()

Select less vertices, edges or faces connected to initial selection

bpy.ops.mesh.select_linked(limit=False)

Select all vertices linked to the active mesh

Parameters:limit (boolean, (optional)) – Limit by Seams, Limit selection by seam boundries (faces only)
bpy.ops.mesh.select_linked_pick(deselect=False, limit=False)

(un)select all vertices linked to the active mesh

Parameters:
  • deselect (boolean, (optional)) – Deselect
  • limit (boolean, (optional)) – Limit by Seams, Limit selection by seam boundries (faces only)
bpy.ops.mesh.select_mirror(extend=False)

Select mesh items at mirrored locations

Parameters:extend (boolean, (optional)) – Extend, Extend the existing selection
bpy.ops.mesh.select_more()

Select more vertices, edges or faces connected to initial selection

bpy.ops.mesh.select_non_manifold()

Select all non-manifold vertices or edges

bpy.ops.mesh.select_nth(nth=2)

Undocumented (contribute)

Parameters:nth (int in [2, 100], (optional)) – Nth Selection
bpy.ops.mesh.select_random(percent=50.0, extend=False)

Randomly select vertices

Parameters:
  • percent (float in [0, 100], (optional)) – Percent, Percentage of elements to select randomly.
  • extend (boolean, (optional)) – Extend Selection, Extend selection instead of deselecting everything first.
bpy.ops.mesh.select_shortest_path(extend=False)

Select shortest path between two selections

Parameters:extend (boolean, (optional)) – Extend Select
bpy.ops.mesh.select_similar(type='NORMAL', threshold=0.01)

Select similar vertices, edges or faces by property types

Parameters:
  • type (enum in [‘NORMAL’, ‘FACE’, ‘VGROUP’, ‘LENGTH’, ‘DIR’, ‘FACE’, ‘FACE_ANGLE’, ‘CREASE’, ‘SEAM’, ‘SHARP’, ‘MATERIAL’, ‘IMAGE’, ‘AREA’, ‘PERIMETER’, ‘NORMAL’, ‘COPLANAR’], (optional)) – Type
  • threshold (float in [0, inf], (optional)) – Threshold
bpy.ops.mesh.select_vertex_path(type='EDGE_LENGTH')

Select shortest path between two vertices by distance type

Parameters:type (enum in [‘EDGE_LENGTH’, ‘TOPOLOGICAL’], (optional)) – Type, Method to compute distance.
bpy.ops.mesh.separate(type='SELECTED')

Separate selected geometry into a new mesh

Parameters:type (enum in [‘SELECTED’, ‘MATERIAL’, ‘LOOSE’], (optional)) – Type
bpy.ops.mesh.shape_propagate_to_all()

Apply selected vertex locations to all other shape keys

bpy.ops.mesh.solidify(thickness=0.01)

Create a solid skin by extruding, compensating for sharp angles

Parameters:thickness (float in [-inf, inf], (optional)) – Thickness
bpy.ops.mesh.sort_faces(type='VIEW_AXIS')

The faces of the active Mesh Object are sorted, based on the current view.

Parameters:type (enum in [‘VIEW_AXIS’, ‘CURSOR_DISTANCE’, ‘MATERIAL’, ‘SELECTION’, ‘RANDOMIZE’], (optional)) – Type
bpy.ops.mesh.spin(steps=9, dupli=False, degrees=90.0, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 0.0))

Extrude selected vertices in a circle around the cursor in indicated viewport

Parameters:
  • steps (int in [0, inf], (optional)) – Steps, Steps
  • dupli (boolean, (optional)) – Dupli, Make Duplicates
  • degrees (float in [-inf, inf], (optional)) – Degrees, Degrees
  • center (float array of 3 items in [-inf, inf], (optional)) – Center, Center in global view space
  • axis (float array of 3 items in [-1, 1], (optional)) – Axis, Axis in global view space
bpy.ops.mesh.split()

Split selected geometry into separate disconnected mesh

bpy.ops.mesh.sticky_add()

Add sticky UV texture layer

bpy.ops.mesh.sticky_remove()

Remove sticky UV texture layer

bpy.ops.mesh.subdivide(number_cuts=1, smoothness=0.0, fractal=0.0, corner_cut_pattern='INNER_VERTEX')

Subdivide selected edges

Parameters:
  • number_cuts (int in [1, inf], (optional)) – Number of Cuts
  • smoothness (float in [0, inf], (optional)) – Smoothness, Smoothness factor.
  • fractal (float in [0, inf], (optional)) – Fractal, Fractal randomness factor.
  • corner_cut_pattern (enum in [‘PATH’, ‘INNER_VERTEX’, ‘FAN’], (optional)) – Corner Cut Pattern, Topology pattern to use to fill a face after cutting across its corner
bpy.ops.mesh.tris_convert_to_quads()

Convert selected triangles to quads

bpy.ops.mesh.uv_texture_add()

Add UV texture layer

bpy.ops.mesh.uv_texture_remove()

Remove UV texture layer

bpy.ops.mesh.uvs_mirror(axis='X')

Mirror selected UVs

Parameters:axis (enum in [‘X’, ‘Y’], (optional)) – Axis, Axis to mirror UVs around.
bpy.ops.mesh.uvs_rotate(direction='CW')

Rotate selected UVs

Parameters:direction (enum in [‘CW’, ‘CCW’], (optional)) – Direction, Direction to rotate UVs around.
bpy.ops.mesh.vertex_color_add()

Add vertex color layer

bpy.ops.mesh.vertex_color_remove()

Remove vertex color layer

bpy.ops.mesh.vertices_randomize()

Randomize vertex order

bpy.ops.mesh.vertices_smooth(repeat=1, xaxis=True, yaxis=True, zaxis=True)

Flatten angles of selected vertices

Parameters:
  • repeat (int in [1, 100], (optional)) – Smooth Iterations
  • xaxis (boolean, (optional)) – X-Axis, Smooth along the X axis.
  • yaxis (boolean, (optional)) – Y-Axis, Smooth along the Y axis.
  • zaxis (boolean, (optional)) – Z-Axis, Smooth along the Z axis.
bpy.ops.mesh.vertices_sort()

Sort vertex order

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