Rearrange geometry on a selected surface to avoid skinny faces
Blend in shape from a shape key
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Mirror UV/image color layer
Parameters: | axis (enum in [‘X’, ‘Y’], (optional)) – Axis, Axis to mirror colors around |
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Rotate UV/image color layer
Parameters: | direction (enum in [‘CW’, ‘CCW’], (optional)) – Direction, Direction to rotate edge around |
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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 |
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Delete an edge loop by merging the faces on each side to a single face loop
File : | startup/bl_operators/wm.py:40 |
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Assign Image to active UV Map, or create an UV Map
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Duplicate and extrude selected vertices, edges or faces towards 3D Cursor
Parameters: | rotate_source (boolean, (optional)) – Rotate Source, Rotate initial selection giving better shape |
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Duplicate selected vertices, edges or faces
Parameters: | mode (enum in [‘INIT’, ‘DUMMY’, ‘TRANSLATION’, ‘ROTATION’, ‘RESIZE’, ‘TOSPHERE’, ‘SHEAR’, ‘WARP’, ‘SHRINKFATTEN’, ‘TILT’, ‘TRACKBALL’, ‘PUSHPULL’, ‘CREASE’, ‘MIRROR’, ‘BONE_SIZE’, ‘BONE_ENVELOPE’, ‘CURVE_SHRINKFATTEN’, ‘BONE_ROLL’, ‘TIME_TRANSLATE’, ‘TIME_SLIDE’, ‘TIME_SCALE’, ‘TIME_EXTEND’, ‘BAKE_TIME’, ‘BEVEL’, ‘BWEIGHT’, ‘ALIGN’, ‘EDGESLIDE’, ‘SEQSLIDE’], (optional)) – Mode |
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Undocumented (contribute)
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Add an edge or face to selected
Flip selected edge or adjoining faces
Rotate selected edge or adjoining faces
Parameters: | direction (enum in [‘CW’, ‘CCW’], (optional)) – Direction, Direction to rotate the edge around |
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Select an edge ring
Parameters: | extend (boolean, (optional)) – Extend, Extend the selection |
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Marked selected edges as sharp
Parameters: | sharpness (float in [0, inf], (optional)) – sharpness |
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Extrude selected vertices, edges or faces
Parameters: | type (enum in [‘REGION’, ‘FACES’, ‘EDGES’, ‘VERTS’], (optional)) – Type |
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Undocumented (contribute)
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Undocumented (contribute)
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Undocumented (contribute)
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Extrude selected vertices, edges or faces repeatedly
Parameters: |
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Undocumented (contribute)
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Copy mirror UV coordinates on the X axis based on a mirrored mesh
Parameters: | direction (enum in [‘POSITIVE’, ‘NEGATIVE’], (optional)) – Axis Direction |
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File : | startup/bl_operators/mesh.py:88 |
Select faces where all edges have more then 2 face users
File : | startup/bl_operators/mesh.py:39 |
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Select linked faces by angle
Parameters: | sharpness (float in [0, inf], (optional)) – sharpness |
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Display faces ‘flat’
Display faces ‘smooth’ (using vertex normals)
Clear fgon from selected face
Make fgon from selected faces
Create a segment, edge or face
Toggle the direction of selected face’s vertex and face normals
Hide (un)selected vertices, edges or faces
Parameters: | unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected |
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Cut selected edges and faces into parts
Parameters: |
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Select a loop of connected edges by connection type
Parameters: | ring (boolean, (optional)) – Ring |
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Select a loop of connected edges
Parameters: |
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Select a loop of connected edges as a region
Add a new loop between existing loops
Parameters: | number_cuts (int in [1, inf], (optional)) – Number of Cuts |
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Undocumented (contribute)
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(un)mark selected edges as a seam
Parameters: | clear (boolean, (optional)) – Clear |
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(un)mark selected edges as sharp
Parameters: | clear (boolean, (optional)) – Clear |
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Merge selected vertices
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Remove navmesh data from this mesh
Add a new index and assign it to selected faces
Copy the index from the active face
Create navigation mesh for selected objects
Assign a new index to every face
Use vertex coordinate as texture coordinate
Parameters: | factor (float in [-inf, inf], (optional)) – Factor |
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Flip all selected vertex and face normals in a consistent direction
Parameters: | inside (boolean, (optional)) – Inside |
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Construct a circle mesh
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Construct a conic mesh (ends filled)
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Construct a cube mesh
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Construct a cylinder mesh
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Construct a grid mesh
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Construct an Icosphere mesh
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Construct a Suzanne mesh
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Construct a filled planar mesh with 4 vertices
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Add a torus mesh
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File : |
Construct a UV sphere mesh
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Convert selected quads to triangles
Select a region as a loop of connected edges
Remove duplicate vertices
Parameters: | limit (float in [1e-06, 50], (optional)) – Merge Threshold, Minimum distance between merged verts |
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Reveal all hidden vertices, edges and faces
Rip selection from mesh (quads only)
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Undocumented (contribute)
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Extrude selected vertices in screw-shaped rotation around the cursor in indicated viewport
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Change selection of all vertices, edges or faces
Parameters: | action (enum in [‘TOGGLE’, ‘SELECT’, ‘DESELECT’, ‘INVERT’], (optional)) – Action, Selection action to execute
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Select all data in the mesh on a single axis
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Select vertices or faces by vertex count
Parameters: | type (enum in [‘TRIANGLES’, ‘QUADS’, ‘OTHER’], (optional)) – Type, Type of elements to select |
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Select inverse of (un)selected vertices, edges or faces
Select less vertices, edges or faces connected to initial selection
Select all vertices linked to the active mesh
Parameters: | limit (boolean, (optional)) – Limit by Seams, Limit selection by seam boundaries (faces only) |
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(un)select all vertices linked to the active mesh
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Select mesh items at mirrored locations
Parameters: | extend (boolean, (optional)) – Extend, Extend the existing selection |
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Select more vertices, edges or faces connected to initial selection
Select all non-manifold vertices or edges
Undocumented (contribute)
Parameters: | nth (int in [2, 100], (optional)) – Nth Selection |
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Randomly select vertices
Parameters: |
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Select shortest path between two selections
Parameters: | extend (boolean, (optional)) – Extend Select |
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Select similar vertices, edges or faces by property types
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Select shortest path between two vertices by distance type
Parameters: | type (enum in [‘EDGE_LENGTH’, ‘TOPOLOGICAL’], (optional)) – Type, Method to compute distance |
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Separate selected geometry into a new mesh
Parameters: | type (enum in [‘SELECTED’, ‘MATERIAL’, ‘LOOSE’], (optional)) – Type |
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Apply selected vertex locations to all other shape keys
Create a solid skin by extruding, compensating for sharp angles
Parameters: | thickness (float in [-inf, inf], (optional)) – Thickness |
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The faces of the active Mesh Object are sorted, based on the current view
Parameters: | type (enum in [‘VIEW_AXIS’, ‘CURSOR_DISTANCE’, ‘MATERIAL’, ‘SELECTED’, ‘RANDOMIZE’], (optional)) – Type |
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Extrude selected vertices in a circle around the cursor in indicated viewport
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Split selected geometry into separate disconnected mesh
Add sticky UV texture layer
Remove sticky UV texture layer
Subdivide selected edges
Parameters: |
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Convert selected triangles to quads
Add UV Map
Remove UV Map
Mirror selected UVs
Parameters: | axis (enum in [‘X’, ‘Y’], (optional)) – Axis, Axis to mirror UVs around |
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Rotate selected UVs
Parameters: | direction (enum in [‘CW’, ‘CCW’], (optional)) – Direction, Direction to rotate UVs around |
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Add vertex color layer
Remove vertex color layer
Randomize vertex order
Flatten angles of selected vertices
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Sort vertex order