base classes — bpy_struct, ID
Mesh datablock defining geometric surfaces
Defines maximum angle between face normals that ‘Auto Smooth’ will operate on
Type : | int in [1, 80], default 0 |
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Edges of the mesh
Type : | MeshEdges bpy_prop_collection of MeshEdge, (readonly) |
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Faces of the mesh
Type : | MeshFaces bpy_prop_collection of MeshFace, (readonly) |
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Type : | bpy_prop_collection of MeshFloatPropertyLayer, (readonly) |
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Type : | bpy_prop_collection of MeshIntPropertyLayer, (readonly) |
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Type : | bpy_prop_collection of MeshStringPropertyLayer, (readonly) |
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Type : | IDMaterials bpy_prop_collection of Material, (readonly) |
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Displays all edges for wireframe in all view modes in the 3D view
Type : | boolean, default False |
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Render/display the mesh with double or single sided lighting
Type : | boolean, default False |
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Displays weights created for the Bevel modifier
Type : | boolean, default False |
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Displays creases created for subsurf weighting
Type : | boolean, default False |
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Displays UV unwrapping seams
Type : | boolean, default False |
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Displays sharp edges, used with the EdgeSplit modifier
Type : | boolean, default False |
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Displays selected edges using highlights in the 3D view and UV editor
Type : | boolean, default False |
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Displays selected edge lengths, Using global values when set in the transform panel
Type : | boolean, default False |
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Displays the angles in the selected edges in degrees, Using global values when set in the transform panel
Type : | boolean, default False |
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Displays the area of selected faces, Using global values when set in the transform panel
Type : | boolean, default False |
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Displays all faces as shades in the 3D view and UV editor
Type : | boolean, default False |
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Displays face normals as lines
Type : | boolean, default False |
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Displays vertex normals as lines
Type : | boolean, default False |
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Sticky texture coordinates
Type : | bpy_prop_collection of MeshSticky, (readonly) |
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Texture space location
Type : | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) |
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Texture space size
Type : | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) |
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Selected edge count in editmode
Type : | int in [0, inf], default 0, (readonly) |
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Selected face count in editmode
Type : | int in [0, inf], default 0, (readonly) |
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Selected vertex count in editmode
Type : | int in [0, inf], default 0, (readonly) |
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Treats all set-smoothed faces with angles less than the specified angle as ‘smooth’ during render
Type : | boolean, default False |
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Adjusts active object’s texture space automatically when transforming object
Type : | boolean, default False |
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Use topology based mirroring. For when both sides of mesh have matching, unique topology
Type : | boolean, default False |
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X Axis mirror editing
Type : | boolean, default False |
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Face selection masking for painting
Type : | boolean, default False |
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UV texture to be used as cloning source
Type : | MeshTextureFaceLayer |
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Clone UV texture index
Type : | int in [0, inf], default 0 |
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UV texture to mask the painted area
Type : | MeshTextureFaceLayer |
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Mask UV texture index
Type : | int in [0, inf], default 0 |
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Type : | UVTextures bpy_prop_collection of MeshTextureFaceLayer, (readonly) |
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Type : | VertexColors bpy_prop_collection of MeshColorLayer, (readonly) |
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Vertices of the mesh
Type : | MeshVertices bpy_prop_collection of MeshVertex, (readonly) |
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(readonly)
(readonly)
(readonly)
Transform mesh vertices by a matrix.
Parameters: | matrix (float array of 16 items in [-inf, inf]) – Matrix. |
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Calculate vertex normals.
update
Parameters: | calc_edges (boolean, (optional)) – Calculate Edges, Force recalculation of edges. |
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validate geometry, return True when the mesh has had invalid geometry corrected/removed.
Parameters: | verbose (boolean, (optional)) – Verbose, Output information about the errors found |
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Returns: | Result |
Return type: | boolean |
Edge loops defined by edges
Takes me.edges or a list of edges and returns the edge loops
return a list of vertex indices. [ [1, 6, 7, 2], ...]
closed loops have matching start and end values.
Edge loops defined by faces
Takes me.faces or a list of faces and returns the edge loops These edge loops are the edges that sit between quads, so they dont touch 1 quad, note: not connected will make 2 edge loops, both only containing 2 edges.
return a list of edge key lists [ [(0,1), (4, 8), (3,8)], ...]
return a list of edge vertex index lists
Make a mesh from a list of verts/edges/faces Until we have a nicer way to make geometry, use this.
Parameters: |
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Inherited Properties
Inherited Functions
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References