Mesh Operators

bpy.ops.mesh.beautify_fill()

Rearrange some faces to try to get less degenerated geometry

bpy.ops.mesh.bevel(percent=0.5, use_even=False, use_dist=False)

Edge Bevel

Parameters:
  • percent (float in [-inf, inf], (optional)) – Percentage
  • use_even (boolean, (optional)) – Even, Calculate evenly spaced bevel
  • use_dist (boolean, (optional)) – Distance, Interpret the percent in blender units
bpy.ops.mesh.blend_from_shape(shape='', blend=1.0, add=True)

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 than blend between shapes
bpy.ops.mesh.bridge_edge_loops(inside=False)

Make faces between two edge loops

Parameters:inside (boolean, (optional)) – Inside
bpy.ops.mesh.colors_reverse()

Flip direction of vertex colors inside faces

bpy.ops.mesh.colors_rotate(direction='CCW')

Rotate vertex colors inside faces

Parameters:direction (enum in [‘CW’, ‘CCW’], (optional)) – Direction, Direction to rotate edge around
bpy.ops.mesh.convex_hull(delete_unused=True, use_existing_faces=True, make_holes=False, join_triangles=True, limit=0.698132, uvs=False, vcols=False, sharp=False, materials=False)

Enclose selected vertices in a convex polyhedron

Parameters:
  • delete_unused (boolean, (optional)) – Delete Unused, Delete selected elements that are not used by the hull
  • use_existing_faces (boolean, (optional)) – Use Existing Faces, Skip hull triangles that are covered by a pre-existing face
  • make_holes (boolean, (optional)) – Make Holes, Delete selected faces that are used by the hull
  • join_triangles (boolean, (optional)) – Join Triangles, Merge adjacent triangles into quads
  • limit (float in [0, 3.14159], (optional)) – Max Angle, Angle Limit
  • uvs (boolean, (optional)) – Compare UVs
  • vcols (boolean, (optional)) – Compare VCols
  • sharp (boolean, (optional)) – Compare Sharp
  • materials (boolean, (optional)) – Compare Materials
bpy.ops.mesh.delete(type='VERT')

Delete selected vertices, edges or faces

Parameters:type (enum in [‘VERT’, ‘EDGE’, ‘FACE’, ‘EDGE_FACE’, ‘ONLY_FACE’], (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:38
bpy.ops.mesh.dissolve(use_verts=False)

Dissolve geometry

Parameters:use_verts (boolean, (optional)) – Dissolve Verts, When dissolving faces/edges, also dissolve remaining vertices
bpy.ops.mesh.dissolve_limited(angle_limit=0.261799)

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
bpy.ops.mesh.drop_named_image(name="Image", filepath="Path")

Assign Image to active UV Map, or create an UV Map

Parameters:
  • name (string, (optional, never None)) – Name, Image name to assign
  • filepath (string, (optional, never None)) – Filepath, Path to image file
bpy.ops.mesh.dupli_extrude_cursor(rotate_source=True)

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
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)

Duplicate mesh and move

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

Collapse selected edges

bpy.ops.mesh.edge_collapse_loop()

Collapse selected edge loops

bpy.ops.mesh.edge_face_add()

Add an edge or face to selected

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

Rotate selected edge or adjoining faces

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

Split selected edges so that each neighbor face gets its own copy

bpy.ops.mesh.edgering_select(extend=False, ring=True)

Select an edge ring

Parameters:
  • extend (boolean, (optional)) – Extend, Extend the selection
  • ring (boolean, (optional)) – Select Ring, Select ring
bpy.ops.mesh.edges_select_sharp(sharpness=1.0)

Marked selected edges as sharp

Parameters:sharpness (float in [0.01, inf], (optional)) – sharpness
bpy.ops.mesh.extrude_edges_indiv(mirror=False)

Extrude individual edges only

Parameters:mirror (boolean, (optional)) – Mirror Editing
bpy.ops.mesh.extrude_edges_move(MESH_OT_extrude_edges_indiv=None, TRANSFORM_OT_translate=None)

Extrude edges and move result

Parameters:
  • MESH_OT_extrude_edges_indiv (MESH_OT_extrude_edges_indiv, (optional)) – Extrude Only Edges, Extrude individual edges only
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate (move) selected items
bpy.ops.mesh.extrude_faces_indiv(mirror=False)

Extrude individual faces only

Parameters:mirror (boolean, (optional)) – Mirror Editing
bpy.ops.mesh.extrude_faces_move(MESH_OT_extrude_faces_indiv=None, TRANSFORM_OT_shrink_fatten=None)

Extrude faces and move result

Parameters:
  • MESH_OT_extrude_faces_indiv (MESH_OT_extrude_faces_indiv, (optional)) – Extrude Individual Faces, Extrude individual faces only
  • TRANSFORM_OT_shrink_fatten (TRANSFORM_OT_shrink_fatten, (optional)) – Shrink/Fatten, Shrink/fatten selected vertices along normals
bpy.ops.mesh.extrude_region(mirror=False)

Extrude region of faces

Parameters:mirror (boolean, (optional)) – Mirror Editing
bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region=None, TRANSFORM_OT_translate=None)

Extrude region and move result

Parameters:
  • MESH_OT_extrude_region (MESH_OT_extrude_region, (optional)) – Extrude Region, Extrude region of faces
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate (move) 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_verts_indiv=None, TRANSFORM_OT_translate=None)

Extrude vertices and move result

Parameters:
  • MESH_OT_extrude_verts_indiv (MESH_OT_extrude_verts_indiv, (optional)) – Extrude Only Vertices, Extrude individual vertices only
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate (move) selected items
bpy.ops.mesh.extrude_verts_indiv(mirror=False)

Extrude individual vertices only

Parameters:mirror (boolean, (optional)) – Mirror Editing
bpy.ops.mesh.faces_mirror_uv(direction='POSITIVE')

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

Parameters:direction (enum in [‘POSITIVE’, ‘NEGATIVE’], (optional)) – Axis Direction
File :startup/bl_operators/mesh.py:44
bpy.ops.mesh.faces_select_linked_flat(sharpness=1.0)

Select linked faces by angle

Parameters:sharpness (float in [0.01, 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.fill()

Fill a selected edge loop with faces

bpy.ops.mesh.flip_normals()

Flip the direction of selected faces’ normals (and of their vertices)

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.inset(use_boundary=True, use_even_offset=True, use_relative_offset=False, thickness=0.01, depth=0.0, use_outset=False, use_select_inset=True)

Inset new faces into selected faces

Parameters:
  • use_boundary (boolean, (optional)) – Boundary, Inset face boundaries
  • use_even_offset (boolean, (optional)) – Offset Even, Scale the offset to give more even thickness
  • use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
  • thickness (float in [0, inf], (optional)) – Thickness
  • depth (float in [-inf, inf], (optional)) – Depth
  • use_outset (boolean, (optional)) – Outset, Outset rather than inset
  • use_select_inset (boolean, (optional)) – Select Outer, Select the new inset faces
bpy.ops.mesh.knife_tool(use_occlude_geometry=True, only_selected=False)

Cut new topology

Parameters:
  • use_occlude_geometry (boolean, (optional)) – Occlude Geometry, Only cut the front most geometry
  • only_selected (boolean, (optional)) – Only Selected, Only cut selected geometry
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, Extend the selection
  • ring (boolean, (optional)) – Select Ring, Select ring
bpy.ops.mesh.loop_to_region(select_bigger=False)

Select region of faces inside of a selected loop of edges

Parameters:select_bigger (boolean, (optional)) – Select Bigger, Select bigger regions instead of smaller ones
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)

Cut mesh loop and slide it

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=True)

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)

Make face and vertex normals point either outside or inside the mesh

Parameters:inside (boolean, (optional)) – Inside
bpy.ops.mesh.primitive_circle_add(vertices=32, radius=1.0, fill_type='NOTHING', 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 [3, inf], (optional)) – Vertices
  • radius (float in [0, inf], (optional)) – Radius
  • fill_type (enum in [‘NOTHING’, ‘NGON’, ‘TRIFAN’], (optional)) –

    Fill Type

    • NOTHING Nothing, Don’t fill at all.
    • NGON Ngon, Use ngons.
    • TRIFAN Triangle Fan, Use triangle fans.
  • 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, radius1=1.0, radius2=0.0, depth=2.0, end_fill_type='NGON', 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

Parameters:
  • vertices (int in [3, inf], (optional)) – Vertices
  • radius1 (float in [0, inf], (optional)) – Radius 1
  • radius2 (float in [0, inf], (optional)) – Radius 2
  • depth (float in [0, inf], (optional)) – Depth
  • end_fill_type (enum in [‘NOTHING’, ‘NGON’, ‘TRIFAN’], (optional)) –

    Base Fill Type

    • NOTHING Nothing, Don’t fill at all.
    • NGON Ngon, Use ngons.
    • TRIFAN Triangle Fan, Use triangle fans.
  • 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, end_fill_type='NGON', 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 [3, inf], (optional)) – Vertices
  • radius (float in [0, inf], (optional)) – Radius
  • depth (float in [0, inf], (optional)) – Depth
  • end_fill_type (enum in [‘NOTHING’, ‘NGON’, ‘TRIFAN’], (optional)) –

    Cap Fill Type

    • NOTHING Nothing, Don’t fill at all.
    • NGON Ngon, Use ngons.
    • TRIFAN Triangle Fan, Use triangle fans.
  • 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 [3, inf], (optional)) – X Subdivisions
  • y_subdivisions (int in [3, 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 [1, 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(view_align=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), 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)

Add a torus mesh

Parameters:
  • 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
  • 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
File :

startup/bl_operators/add_mesh_torus.py:135

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 [3, inf], (optional)) – Segments
  • ring_count (int in [3, 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(use_beauty=True)

Triangulate selected faces

Parameters:use_beauty (boolean, (optional)) – Beauty, Use best triangulation division (currently quads only)
bpy.ops.mesh.region_to_loop()

Select boundary edges around the selected faces

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

Remove duplicate vertices

Parameters:mergedist (float in [1e-06, 50], (optional)) – Merge Distance, Minimum distance between elements to merge
bpy.ops.mesh.reveal()

Reveal all hidden vertices, edges and faces

bpy.ops.mesh.rip(proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, release_confirm=False, mirror=False)

Disconnect vertex or edges from connected geometry

Parameters:
  • proportional (enum in [‘DISABLED’, ‘ENABLED’, ‘CONNECTED’], (optional)) –

    Proportional Editing

    • DISABLED Disable, Proportional Editing disabled.
    • ENABLED Enable, Proportional Editing enabled.
    • CONNECTED Connected, Proportional Editing using connected geometry only.
  • proportional_edit_falloff (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘SHARP’, ‘LINEAR’, ‘CONSTANT’, ‘RANDOM’], (optional)) –

    Proportional Editing Falloff, Falloff type for proportional editing mode

    • SMOOTH Smooth, Smooth falloff.
    • SPHERE Sphere, Spherical falloff.
    • ROOT Root, Root falloff.
    • SHARP Sharp, Sharp falloff.
    • LINEAR Linear, Linear falloff.
    • CONSTANT Constant, Constant falloff.
    • RANDOM Random, Random falloff.
  • proportional_size (float in [1e-05, inf], (optional)) – Proportional Size
  • release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
  • mirror (boolean, (optional)) – Mirror Editing
bpy.ops.mesh.rip_move(MESH_OT_rip=None, TRANSFORM_OT_translate=None)

Rip polygons and move the result

Parameters:
  • MESH_OT_rip (MESH_OT_rip, (optional)) – Rip, Disconnect vertex or edges from connected geometry
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate (move) 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')

(De)select all vertices, edges or faces

Parameters:action (enum in [‘TOGGLE’, ‘SELECT’, ‘DESELECT’, ‘INVERT’], (optional)) –

Action, Selection action to execute

  • TOGGLE Toggle, Toggle selection for all elements.
  • SELECT Select, Select all elements.
  • DESELECT Deselect, Deselect all elements.
  • INVERT Invert, Invert selection of all elements.
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(number=4, type='EQUAL')

Select vertices or faces by vertex count

Parameters:
  • number (int in [3, inf], (optional)) – Number of Vertices
  • type (enum in [‘LESS’, ‘EQUAL’, ‘GREATER’, ‘NOTEQUAL’], (optional)) – Type, Type of comparison to make
bpy.ops.mesh.select_interior_faces()

Select faces where all edges have more than 2 face users

bpy.ops.mesh.select_less()

Deselect vertices, edges or faces at the boundary of each selection region

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

Select all vertices linked to the active mesh

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

(De)select all vertices linked to the edge under the mouse cursor

Parameters:
  • deselect (boolean, (optional)) – Deselect
  • limit (boolean, (optional)) – Limit by Seams
bpy.ops.mesh.select_loose_verts()

Select vertices with no edges nor faces, and edges with no faces

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_next_loop()

Select next edge loop adjacent to a selected loop

bpy.ops.mesh.select_non_manifold()

Select all non-manifold vertices or edges

bpy.ops.mesh.select_nth(nth=2, offset=0)

Select every Nth element starting from a selected vertex, edge or face

Parameters:
  • nth (int in [2, 100], (optional)) – Nth Selection
  • offset (int in [0, 100], (optional)) – Offset
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=0.0)

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, 1], (optional)) – Threshold
bpy.ops.mesh.select_vertex_path(type='EDGE_LENGTH')

Selected vertex path between two vertices

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_elements(type='VIEW_ZAXIS', elements=set(), reverse=False, seed=0)

The order of selected vertices/edges/faces is modified, based on a given method

Parameters:
  • type (enum in [‘VIEW_ZAXIS’, ‘VIEW_XAXIS’, ‘CURSOR_DISTANCE’, ‘MATERIAL’, ‘SELECTED’, ‘RANDOMIZE’, ‘REVERSE’], (optional)) –

    Type, Type of re-ordering operation to apply

    • VIEW_ZAXIS View Z Axis, Sort selected elements from farest to nearest one in current view.
    • VIEW_XAXIS View X Axis, Sort selected elements from left to right one in current view.
    • CURSOR_DISTANCE Cursor Distance, Sort selected elements from nearest to farest from 3D cursor.
    • MATERIAL Material, Sort selected elements from smallest to greatest material index (faces only!).
    • SELECTED Selected, Move all selected elements in first places, preserving their relative order (WARNING: this will affect unselected elements’ indices as well!).
    • RANDOMIZE Randomize, Randomize order of selected elements.
    • REVERSE Reverse, Reverse current order of selected elements.
  • elements (enum set in {‘VERT’, ‘EDGE’, ‘FACE’}, (optional)) – Elements, Which elements to affect (vertices, edges and/or faces)
  • reverse (boolean, (optional)) – Reverse, Reverse the sorting effect
  • seed (int in [0, inf], (optional)) – Seed, Seed for random-based operations
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 off selected geometry from connected unselected geometry

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, quadtri=False, quadcorner='STRAIGHT_CUT', fractal=0.0, fractal_along_normal=0.0, seed=0)

Subdivide selected edges

Parameters:
  • number_cuts (int in [1, inf], (optional)) – Number of Cuts
  • smoothness (float in [0, inf], (optional)) – Smoothness, Smoothness factor
  • quadtri (boolean, (optional)) – Quad/Tri Mode, Tries to prevent ngons
  • quadcorner (enum in [‘INNERVERT’, ‘PATH’, ‘STRAIGHT_CUT’, ‘FAN’], (optional)) – Quad Corner Type, How to subdivide quad corners (anything other than Straight Cut will prevent ngons)
  • fractal (float in [0, inf], (optional)) – Fractal, Fractal randomness factor
  • fractal_along_normal (float in [0, 1], (optional)) – Along Normal, Apply fractal displacement along normal only
  • seed (int in [0, 10000], (optional)) – Random Seed, Seed for the random number generator
bpy.ops.mesh.tris_convert_to_quads(limit=0.698132, uvs=False, vcols=False, sharp=False, materials=False)

Join triangles into quads

Parameters:
  • limit (float in [0, 3.14159], (optional)) – Max Angle, Angle Limit
  • uvs (boolean, (optional)) – Compare UVs
  • vcols (boolean, (optional)) – Compare VCols
  • sharp (boolean, (optional)) – Compare Sharp
  • materials (boolean, (optional)) – Compare Materials
bpy.ops.mesh.uv_texture_add()

Add UV Map

bpy.ops.mesh.uv_texture_remove()

Remove UV Map

bpy.ops.mesh.uvs_reverse()

Flip direction of UV coordinates inside faces

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

Rotate UV coordinates inside faces

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

Connect 2 vertices of a face by an edge, splitting the face in two

bpy.ops.mesh.vert_slide(distance_t=0.0)

Vertex slide

Parameters:distance_t (float in [-inf, inf], (optional)) – Distance, Distance
bpy.ops.mesh.vertex_color_add()

Add vertex color layer

bpy.ops.mesh.vertex_color_remove()

Remove vertex color layer

bpy.ops.mesh.vertices_smooth(repeat=1)

Flatten angles of selected vertices

Parameters:repeat (int in [1, 100], (optional)) – Number of times to smooth the mesh
bpy.ops.mesh.wireframe(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_crease=False, thickness=0.01, use_replace=True)

Inset new faces into selected faces

Parameters:
  • use_boundary (boolean, (optional)) – Boundary, Inset face boundaries
  • use_even_offset (boolean, (optional)) – Offset Even, Scale the offset to give more even thickness
  • use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
  • use_crease (boolean, (optional)) – Crease, Crease hub edges for improved subsurf
  • thickness (float in [0, inf], (optional)) – Thickness
  • use_replace (boolean, (optional)) – Replace, Remove original faces

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