Mesh(ID)

base classes — bpy_struct, ID

class bpy.types.Mesh(ID)

Mesh datablock defining geometric surfaces

animation_data

Animation data for this datablock

Type :AnimData, (readonly)
auto_smooth_angle

Maximum angle between face normals that ‘Auto Smooth’ will operate on

Type :float in [-inf, inf], default 0.0
edges

Edges of the mesh

Type :MeshEdges bpy_prop_collection of MeshEdge, (readonly)
faces

Faces of the mesh

Type :MeshFaces bpy_prop_collection of MeshFace, (readonly)
layers_float
Type :FloatProperties bpy_prop_collection of MeshFloatPropertyLayer, (readonly)
layers_int
Type :IntProperties bpy_prop_collection of MeshIntPropertyLayer, (readonly)
layers_string
Type :StringProperties bpy_prop_collection of MeshStringPropertyLayer, (readonly)
materials
Type :IDMaterials bpy_prop_collection of Material, (readonly)
shape_keys
Type :Key, (readonly)
show_all_edges

Display all edges for wireframe in all view modes in the 3D view

Type :boolean, default False
show_double_sided

Render/display the mesh with double or single sided lighting

Type :boolean, default False
show_edge_bevel_weight

Display weights created for the Bevel modifier

Type :boolean, default False
show_edge_crease

Display creases created for subsurf weighting

Type :boolean, default False
show_edge_seams

Display UV unwrapping seams

Type :boolean, default False
show_edge_sharp

Display sharp edges, used with the EdgeSplit modifier

Type :boolean, default False
show_edges

Display selected edges using highlights in the 3D view and UV editor

Type :boolean, default False
show_extra_edge_length

Display selected edge lengths, using global values when set in the transform panel

Type :boolean, default False
show_extra_face_angle

Display the angles between the selected edges in degrees, using global values when set in the transform panel

Type :boolean, default False
show_extra_face_area

Display the area of selected faces, using global values when set in the transform panel

Type :boolean, default False
show_faces

Display all faces as shades in the 3D view and UV editor

Type :boolean, default False
show_normal_face

Display face normals as lines

Type :boolean, default False
show_normal_vertex

Display vertex normals as lines

Type :boolean, default False
sticky

Sticky texture coordinates

Type :bpy_prop_collection of MeshSticky, (readonly)
texco_mesh

Derive texture coordinates from another mesh

Type :Mesh
texspace_location

Texture space location

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

Texture space size

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

Use another mesh for texture indices (vertex indices must be aligned)

Type :Mesh
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

Treat all set-smoothed faces with angles less than the specified angle as ‘smooth’ during render

Type :boolean, default False
use_auto_texspace

Adjust active object’s texture space automatically when transforming object

Type :boolean, default False
use_mirror_topology

Use topology based mirroring (for when both sides of mesh have matching, unique topology)

Type :boolean, default False
use_mirror_x

X Axis mirror editing

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 (weight paint only)

Type :boolean, default False
uv_texture_clone

UV map to be used as cloning source

Type :MeshTextureFaceLayer
uv_texture_clone_index

Clone UV texture index

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

UV map to mask the painted area

Type :MeshTextureFaceLayer
uv_texture_stencil_index

Mask UV map index

Type :int in [0, inf], default 0
uv_textures
Type :UVTextures bpy_prop_collection of MeshTextureFaceLayer, (readonly)
vertex_colors
Type :VertexColors bpy_prop_collection of MeshColorLayer, (readonly)
vertices

Vertices of the mesh

Type :MeshVertices bpy_prop_collection of MeshVertex, (readonly)
edge_keys

(readonly)

transform(matrix)

Transform mesh vertices by a matrix

Parameters:matrix (float array of 16 items in [-inf, inf]) – Matrix
calc_normals()

Calculate vertex normals

update(calc_edges=False)

update

Parameters:calc_edges (boolean, (optional)) – Calculate Edges, Force recalculation of edges
validate(verbose=False)

validate geometry, return True when the mesh has had invalid geometry corrected/removed

Parameters:verbose (boolean, (optional)) – Verbose, Output information about the errors found
Returns:Result
Return type:boolean
from_pydata(vertices, edges, faces)

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), ...]
  • faces (iterable object) – iterator of faces, each faces contains three or four indices to the vertices argument. eg: [(5, 6, 8, 9), (1, 2, 3), ...]

Inherited Properties

Inherited Functions

References

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