Undocumented (contribute)
Edge/Vertex Bevel
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Blend in shape from a shape key
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Make faces between two edge loops
Parameters: | inside (boolean, (optional)) – Inside |
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Parameters: | direction (enum in [‘CW’, ‘CCW’], (optional)) – Direction, Direction to rotate edge around |
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Delete selected vertices, edges or faces
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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:41 |
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Dissolve selected edges and verts, limited by the angle of surrounding geometry
Parameters: | angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle Limit in Degrees |
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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 the mouse 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 (int in [0, inf], (optional)) – Mode |
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Undocumented (contribute)
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Add an edge or face to selected
Rotate selected edge or adjoining faces
Parameters: | direction (enum in [‘CW’, ‘CCW’], (optional)) – direction, direction to rotate edge around |
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Select an edge ring
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Marked selected edges as sharp
Parameters: | sharpness (float in [0.01, inf], (optional)) – sharpness |
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Undocumented (contribute)
Parameters: | mirror (boolean, (optional)) – Mirror Editing |
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Undocumented (contribute)
Parameters: | mirror (boolean, (optional)) – Mirror Editing |
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Undocumented (contribute)
Parameters: | mirror (boolean, (optional)) – Mirror Editing |
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Extrude selected vertices, edges or faces repeatedly
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Undocumented (contribute)
Parameters: | mirror (boolean, (optional)) – Mirror Editing |
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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:44 |
Select linked faces by angle
Parameters: | sharpness (float in [0.01, inf], (optional)) – sharpness |
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Display faces flat
Display faces smooth (using vertex normals)
Undocumented (contribute)
Flip 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 new topology
Select a loop of connected edges by connection type
Parameters: | ring (boolean, (optional)) – Ring |
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Select a loop of connected edges
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Undocumented (contribute)
Parameters: | select_bigger (boolean, (optional)) – Select Bigger, Select bigger regions instead of smaller ones |
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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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Undocumented (contribute)
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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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Make face and vertex normals point either outside or inside the mesh
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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Construct a UV sphere mesh
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Undocumented (contribute)
Undocumented (contribute)
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Parameters: | mergedist (float in [1e-06, 50], (optional)) – Merge Distance, Minimum distance between elements to merge |
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Reveal all hidden vertices, edges and faces
Undocumented (contribute)
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(de)select 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
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Select faces where all edges have more than 2 face users
Deselect vertices, edges or faces at the boundary of each selection region
Select all vertices linked to the active mesh
Parameters: | limit (boolean, (optional)) – Limit by Seams |
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select/deselect all vertices linked to the edge under the mouse cursor
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Select vertices with edges or faces and edges with no faces
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
Undocumented (contribute)
Select all non-manifold vertices or edges
Undocumented (contribute)
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Randomly select vertices
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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
Parameters: | type (enum in [‘NORMAL’, ‘FACE’, ‘VGROUP’, ‘LENGTH’, ‘DIR’, ‘FACE’, ‘FACE_ANGLE’, ‘CREASE’, ‘SEAM’, ‘SHARP’, ‘MATERIAL’, ‘IMAGE’, ‘AREA’, ‘PERIMETER’, ‘NORMAL’, ‘COPLANAR’], (optional)) – Type |
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Undocumented (contribute)
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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Undocumented (contribute)
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Undocumented (contribute)
Add sticky UV texture layer
Remove sticky UV texture layer
Subdivide selected edges
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Undocumented (contribute)
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Add UV Map
Remove UV Map
Undocumented (contribute)
Undocumented (contribute)
Parameters: | direction (enum in [‘CW’, ‘CCW’], (optional)) – Direction, Direction to rotate UVs around |
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Undocumented (contribute)
Add vertex color layer
Remove vertex color layer
Randomize vertex order
Flatten angles of selected vertices
Parameters: | repeat (int in [1, 100], (optional)) – Number of times to smooth the mesh |
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Sort vertex order