Object Operators

bpy.ops.object.add(type='EMPTY', 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))

Add an object to the scene

Parameters:
  • type (enum in [‘MESH’, ‘CURVE’, ‘SURFACE’, ‘META’, ‘FONT’, ‘ARMATURE’, ‘LATTICE’, ‘EMPTY’, ‘CAMERA’, ‘LAMP’, ‘SPEAKER’], (optional)) – Type
  • 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.object.add_named(linked=False, name="Cube")

Add named object

Parameters:
  • linked (boolean, (optional)) – Linked, Duplicate object but not object data, linking to the original data
  • name (string, (optional, never None)) – Name, Object name to add
bpy.ops.object.align(bb_quality=True, align_mode='OPT_2', relative_to='OPT_4', align_axis=set())

Align Objects

Parameters:
  • bb_quality (boolean, (optional)) – High Quality, Enables high quality calculation of the bounding box for perfect results on complex shape meshes with rotation/scale (Slow)
  • align_mode (enum in [‘OPT_1’, ‘OPT_2’, ‘OPT_3’], (optional)) – Align Mode:
  • relative_to (enum in [‘OPT_1’, ‘OPT_2’, ‘OPT_3’, ‘OPT_4’], (optional)) – Relative To:
  • align_axis (enum set in {‘X’, ‘Y’, ‘Z’}, (optional)) – Align, Align to axis
File :

startup/bl_operators/object_align.py:388

bpy.ops.object.anim_transforms_to_deltas()

Convert object animation for normal transforms to delta transforms

File :startup/bl_operators/object.py:674
bpy.ops.object.armature_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))

Add an armature object to the scene

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.object.bake_image()

Bake image textures of selected objects

bpy.ops.object.camera_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))

Add a camera object to the scene

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.object.constraint_add(type='')

Add a constraint to the active object

Parameters:type (enum in [‘CAMERA_SOLVER’, ‘FOLLOW_TRACK’, ‘OBJECT_SOLVER’, ‘COPY_LOCATION’, ‘COPY_ROTATION’, ‘COPY_SCALE’, ‘COPY_TRANSFORMS’, ‘LIMIT_DISTANCE’, ‘LIMIT_LOCATION’, ‘LIMIT_ROTATION’, ‘LIMIT_SCALE’, ‘MAINTAIN_VOLUME’, ‘TRANSFORM’, ‘CLAMP_TO’, ‘DAMPED_TRACK’, ‘IK’, ‘LOCKED_TRACK’, ‘SPLINE_IK’, ‘STRETCH_TO’, ‘TRACK_TO’, ‘ACTION’, ‘CHILD_OF’, ‘FLOOR’, ‘FOLLOW_PATH’, ‘PIVOT’, ‘RIGID_BODY_JOINT’, ‘SHRINKWRAP’], (optional)) –

Type

  • CAMERA_SOLVER Camera Solver.
  • FOLLOW_TRACK Follow Track.
  • OBJECT_SOLVER Object Solver.
  • COPY_LOCATION Copy Location, Copy the location of a target (with an optional offset), so that they move together.
  • COPY_ROTATION Copy Rotation, Copy the rotation of a target (with an optional offset), so that they rotate together.
  • COPY_SCALE Copy Scale, Copy the scale factors of a target (with an optional offset), so that they are scaled by the same amount.
  • COPY_TRANSFORMS Copy Transforms, Copy all the transformations of a target, so that they move together.
  • LIMIT_DISTANCE Limit Distance, Restrict movements to within a certain distance of a target (at the time of constraint evaluation only).
  • LIMIT_LOCATION Limit Location, Restrict movement along each axis within given ranges.
  • LIMIT_ROTATION Limit Rotation, Restrict rotation along each axis within given ranges.
  • LIMIT_SCALE Limit Scale, Restrict scaling along each axis with given ranges.
  • MAINTAIN_VOLUME Maintain Volume, Compensate for scaling one axis by applying suitable scaling to the other two axes.
  • TRANSFORM Transformation, Use one transform property from target to control another (or same) property on owner.
  • CLAMP_TO Clamp To, Restrict movements to lie along a curve by remapping location along curve’s longest axis.
  • DAMPED_TRACK Damped Track, Point towards a target by performing the smallest rotation necessary.
  • IK Inverse Kinematics, Control a chain of bones by specifying the endpoint target (Bones only).
  • LOCKED_TRACK Locked Track, Rotate around the specified (‘locked’) axis to point towards a target.
  • SPLINE_IK Spline IK, Align chain of bones along a curve (Bones only).
  • STRETCH_TO Stretch To, Stretch along Y-Axis to point towards a target.
  • TRACK_TO Track To, Legacy tracking constraint prone to twisting artifacts.
  • ACTION Action, Use transform property of target to look up pose for owner from an Action.
  • CHILD_OF Child Of, Make target the ‘detachable’ parent of owner.
  • FLOOR Floor, Use position (and optionally rotation) of target to define a ‘wall’ or ‘floor’ that the owner can not cross.
  • FOLLOW_PATH Follow Path, Use to animate an object/bone following a path.
  • PIVOT Pivot, Change pivot point for transforms (buggy).
  • RIGID_BODY_JOINT Rigid Body Joint, Use to define a Rigid Body Constraint (for Game Engine use only).
  • SHRINKWRAP Shrinkwrap, Restrict movements to surface of target mesh.
bpy.ops.object.constraint_add_with_targets(type='')

Add a constraint to the active object, with target (where applicable) set to the selected Objects/Bones

Parameters:type (enum in [‘CAMERA_SOLVER’, ‘FOLLOW_TRACK’, ‘OBJECT_SOLVER’, ‘COPY_LOCATION’, ‘COPY_ROTATION’, ‘COPY_SCALE’, ‘COPY_TRANSFORMS’, ‘LIMIT_DISTANCE’, ‘LIMIT_LOCATION’, ‘LIMIT_ROTATION’, ‘LIMIT_SCALE’, ‘MAINTAIN_VOLUME’, ‘TRANSFORM’, ‘CLAMP_TO’, ‘DAMPED_TRACK’, ‘IK’, ‘LOCKED_TRACK’, ‘SPLINE_IK’, ‘STRETCH_TO’, ‘TRACK_TO’, ‘ACTION’, ‘CHILD_OF’, ‘FLOOR’, ‘FOLLOW_PATH’, ‘PIVOT’, ‘RIGID_BODY_JOINT’, ‘SHRINKWRAP’], (optional)) –

Type

  • CAMERA_SOLVER Camera Solver.
  • FOLLOW_TRACK Follow Track.
  • OBJECT_SOLVER Object Solver.
  • COPY_LOCATION Copy Location, Copy the location of a target (with an optional offset), so that they move together.
  • COPY_ROTATION Copy Rotation, Copy the rotation of a target (with an optional offset), so that they rotate together.
  • COPY_SCALE Copy Scale, Copy the scale factors of a target (with an optional offset), so that they are scaled by the same amount.
  • COPY_TRANSFORMS Copy Transforms, Copy all the transformations of a target, so that they move together.
  • LIMIT_DISTANCE Limit Distance, Restrict movements to within a certain distance of a target (at the time of constraint evaluation only).
  • LIMIT_LOCATION Limit Location, Restrict movement along each axis within given ranges.
  • LIMIT_ROTATION Limit Rotation, Restrict rotation along each axis within given ranges.
  • LIMIT_SCALE Limit Scale, Restrict scaling along each axis with given ranges.
  • MAINTAIN_VOLUME Maintain Volume, Compensate for scaling one axis by applying suitable scaling to the other two axes.
  • TRANSFORM Transformation, Use one transform property from target to control another (or same) property on owner.
  • CLAMP_TO Clamp To, Restrict movements to lie along a curve by remapping location along curve’s longest axis.
  • DAMPED_TRACK Damped Track, Point towards a target by performing the smallest rotation necessary.
  • IK Inverse Kinematics, Control a chain of bones by specifying the endpoint target (Bones only).
  • LOCKED_TRACK Locked Track, Rotate around the specified (‘locked’) axis to point towards a target.
  • SPLINE_IK Spline IK, Align chain of bones along a curve (Bones only).
  • STRETCH_TO Stretch To, Stretch along Y-Axis to point towards a target.
  • TRACK_TO Track To, Legacy tracking constraint prone to twisting artifacts.
  • ACTION Action, Use transform property of target to look up pose for owner from an Action.
  • CHILD_OF Child Of, Make target the ‘detachable’ parent of owner.
  • FLOOR Floor, Use position (and optionally rotation) of target to define a ‘wall’ or ‘floor’ that the owner can not cross.
  • FOLLOW_PATH Follow Path, Use to animate an object/bone following a path.
  • PIVOT Pivot, Change pivot point for transforms (buggy).
  • RIGID_BODY_JOINT Rigid Body Joint, Use to define a Rigid Body Constraint (for Game Engine use only).
  • SHRINKWRAP Shrinkwrap, Restrict movements to surface of target mesh.
bpy.ops.object.constraints_clear()

Clear all the constraints for the active Object only

bpy.ops.object.constraints_copy()

Copy constraints to other selected objects

bpy.ops.object.convert(target='MESH', keep_original=False)

Convert selected objects to another type

Parameters:
  • target (enum in [‘CURVE’, ‘MESH’], (optional)) – Target, Type of object to convert to
  • keep_original (boolean, (optional)) – Keep Original, Keep original objects instead of replacing them
bpy.ops.object.delete(use_global=False)

Delete selected objects

Parameters:use_global (boolean, (optional)) – Delete Globally, Remove object from all scenes
bpy.ops.object.drop_named_image(filepath="", name="", view_align=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))

Add an empty image type to scene with data

Parameters:
  • filepath (string, (optional, never None)) – Filepath, Path to image file
  • name (string, (optional, never None)) – Name, Image name to assign
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view
  • 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.object.drop_named_material(name="Material")

Undocumented

Parameters:name (string, (optional, never None)) – Name, Material name to assign
bpy.ops.object.dupli_offset_from_cursor(group=0)

Set offset used for DupliGroup based on cursor position

Parameters:group (int in [-inf, inf], (optional)) – Group, Group index to set offset for
File :startup/bl_operators/object.py:770
bpy.ops.object.duplicate(linked=False, mode='TRANSLATION')

Duplicate selected objects

Parameters:
  • linked (boolean, (optional)) – Linked, Duplicate object but not object data, linking to the original data
  • mode (enum in [‘INIT’, ‘DUMMY’, ‘TRANSLATION’, ‘ROTATION’, ‘RESIZE’, ‘SKIN_RESIZE’, ‘TOSPHERE’, ‘SHEAR’, ‘WARP’, ‘SHRINKFATTEN’, ‘TILT’, ‘TRACKBALL’, ‘PUSHPULL’, ‘CREASE’, ‘MIRROR’, ‘BONE_SIZE’, ‘BONE_ENVELOPE’, ‘CURVE_SHRINKFATTEN’, ‘MASK_SHRINKFATTEN’, ‘BONE_ROLL’, ‘TIME_TRANSLATE’, ‘TIME_SLIDE’, ‘TIME_SCALE’, ‘TIME_EXTEND’, ‘BAKE_TIME’, ‘BWEIGHT’, ‘ALIGN’, ‘EDGESLIDE’, ‘SEQSLIDE’], (optional)) – Mode
bpy.ops.object.duplicate_move(OBJECT_OT_duplicate=None, TRANSFORM_OT_translate=None)

Duplicate selected objects and move them

Parameters:
  • OBJECT_OT_duplicate (OBJECT_OT_duplicate, (optional)) – Duplicate Objects, Duplicate selected objects
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate (move) selected items
bpy.ops.object.duplicate_move_linked(OBJECT_OT_duplicate=None, TRANSFORM_OT_translate=None)

Duplicate selected objects and move them

Parameters:
  • OBJECT_OT_duplicate (OBJECT_OT_duplicate, (optional)) – Duplicate Objects, Duplicate selected objects
  • TRANSFORM_OT_translate (TRANSFORM_OT_translate, (optional)) – Translate, Translate (move) selected items
bpy.ops.object.duplicates_make_real(use_base_parent=False, use_hierarchy=False)

Make dupli objects attached to this object real

Parameters:
  • use_base_parent (boolean, (optional)) – Parent, Parent newly created objects to the original duplicator
  • use_hierarchy (boolean, (optional)) – Keep Hierarchy, Maintain parent child relationships
bpy.ops.object.editmode_toggle()

Toggle object’s editmode

bpy.ops.object.effector_add(type='FORCE', 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))

Add an empty object with a physics effector to the scene

Parameters:
  • type (enum in [‘FORCE’, ‘WIND’, ‘VORTEX’, ‘MAGNET’, ‘HARMONIC’, ‘CHARGE’, ‘LENNARDJ’, ‘TEXTURE’, ‘GUIDE’, ‘BOID’, ‘TURBULENCE’, ‘DRAG’, ‘SMOKE’], (optional)) – Type
  • 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.object.empty_add(type='PLAIN_AXES', view_align=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))

Add an empty object to the scene

Parameters:
  • type (enum in [‘PLAIN_AXES’, ‘ARROWS’, ‘SINGLE_ARROW’, ‘CIRCLE’, ‘CUBE’, ‘SPHERE’, ‘CONE’, ‘IMAGE’], (optional)) – Type
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view
  • 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.object.explode_refresh(modifier="")

Refresh data in the Explode modifier

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.forcefield_toggle()

Toggle object’s force field

bpy.ops.object.game_physics_copy()

Copy game physics properties to other selected objects

bpy.ops.object.game_property_clear()

Remove all game properties from all selected objects

bpy.ops.object.game_property_copy(operation='COPY', property='')

Copy/merge/replace a game property from active object to all selected objects

Parameters:
  • operation (enum in [‘REPLACE’, ‘MERGE’, ‘COPY’], (optional)) – Operation
  • property (enum in [], (optional)) – Property, Properties to copy
bpy.ops.object.game_property_new(type='FLOAT', name="")

Create a new property available to the game engine

Parameters:
  • type (enum in [‘BOOL’, ‘INT’, ‘FLOAT’, ‘STRING’, ‘TIMER’], (optional)) –

    Type, Type of game property to add

    • BOOL Boolean, Boolean Property.
    • INT Integer, Integer Property.
    • FLOAT Float, Floating-Point Property.
    • STRING String, String Property.
    • TIMER Timer, Timer Property.
  • name (string, (optional, never None)) – Name, Name of the game property to add
bpy.ops.object.game_property_remove(index=0)

Remove game property

Parameters:index (int in [0, inf], (optional)) – Index, Property index to remove
bpy.ops.object.group_add()

Add an object to a new group

bpy.ops.object.group_instance_add(name="Group", group='', view_align=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))

Add a dupligroup instance

Parameters:
  • name (string, (optional, never None)) – Name, Group name to add
  • group (enum in [], (optional)) – Group
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view
  • 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

Add an object to an existing group

Parameters:group (enum in [], (optional)) – Group
bpy.ops.object.group_remove()

Remove the active object from this group

bpy.ops.object.hide_render_clear()

Reveal the render object by setting the hide render flag

bpy.ops.object.hide_render_clear_all()

Reveal all render objects by setting the hide render flag

File :startup/bl_operators/object.py:657
bpy.ops.object.hide_render_set(unselected=False)

Hide the render object by setting the hide render flag

Parameters:unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected objects
bpy.ops.object.hide_view_clear()

Reveal the object by setting the hide flag

bpy.ops.object.hide_view_set(unselected=False)

Hide the object by setting the hide flag

Parameters:unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected objects
bpy.ops.object.hook_add_newob()

Hook selected vertices to a newly created object

bpy.ops.object.hook_add_selob(use_bone=False)

Hook selected vertices to the first selected object

Parameters:use_bone (boolean, (optional)) – Active Bone, Assign the hook to the hook objects active bone
bpy.ops.object.hook_assign(modifier='')

Assign the selected vertices to a hook

Parameters:modifier (enum in [], (optional)) – Modifier, Modifier number to assign to
bpy.ops.object.hook_recenter(modifier='')

Set hook center to cursor position

Parameters:modifier (enum in [], (optional)) – Modifier, Modifier number to assign to
bpy.ops.object.hook_remove(modifier='')

Remove a hook from the active object

Parameters:modifier (enum in [], (optional)) – Modifier, Modifier number to remove
bpy.ops.object.hook_reset(modifier='')

Recalculate and clear offset transformation

Parameters:modifier (enum in [], (optional)) – Modifier, Modifier number to assign to
bpy.ops.object.hook_select(modifier='')

Select affected vertices on mesh

Parameters:modifier (enum in [], (optional)) – Modifier, Modifier number to remove
bpy.ops.object.isolate_type_render()

Hide unselected render objects of same type as active by setting the hide render flag

File :startup/bl_operators/object.py:637
bpy.ops.object.join()

Join selected objects into active object

bpy.ops.object.join_shapes()

Merge selected objects to shapes of active object

bpy.ops.object.join_uvs()

Transfer UV Layouts from active to selected objects (needs matching geometry)

File :startup/bl_operators/object.py:551
bpy.ops.object.lamp_add(type='POINT', view_align=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))

Add a lamp object to the scene

Parameters:
  • type (enum in [‘POINT’, ‘SUN’, ‘SPOT’, ‘HEMI’, ‘AREA’], (optional)) –

    Type

    • POINT Point, Omnidirectional point light source.
    • SUN Sun, Constant direction parallel ray light source.
    • SPOT Spot, Directional cone light source.
    • HEMI Hemi, 180 degree constant light source.
    • AREA Area, Directional area light source.
  • view_align (boolean, (optional)) – Align to View, Align the new object to the view
  • 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.object.location_clear()

Clear the object’s location

bpy.ops.object.logic_bricks_copy()

Copy logic bricks to other selected objects

bpy.ops.object.make_dupli_face()

Make linked objects into dupli-faces

File :startup/bl_operators/object.py:625

Make links from the active object to other selected objects

Parameters:type (enum in [‘OBDATA’, ‘MATERIAL’, ‘ANIMATION’, ‘GROUPS’, ‘DUPLIGROUP’, ‘MODIFIERS’, ‘FONTS’], (optional)) – Type

Link selection to another scene

Parameters:scene (enum in [], (optional)) – Scene
bpy.ops.object.make_local(type='SELECT_OBJECT')

Make library linked datablocks local to this file

Parameters:type (enum in [‘SELECT_OBJECT’, ‘SELECT_OBDATA’, ‘SELECT_OBDATA_MATERIAL’, ‘ALL’], (optional)) – Type
bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', object=False, obdata=False, material=False, texture=False, animation=False)

Make linked data local to each object

Parameters:
  • type (enum in [‘SELECTED_OBJECTS’, ‘ALL’], (optional)) – Type
  • object (boolean, (optional)) – Object, Make single user objects
  • obdata (boolean, (optional)) – Object Data, Make single user object data
  • material (boolean, (optional)) – Materials, Make materials local to each datablock
  • texture (boolean, (optional)) – Textures, Make textures local to each material
  • animation (boolean, (optional)) – Object Animation, Make animation data local to each object
bpy.ops.object.material_slot_add()

Add a new material slot

bpy.ops.object.material_slot_assign()

Assign active material slot to selection

bpy.ops.object.material_slot_copy()

Copies materials to other selected objects

bpy.ops.object.material_slot_deselect()

Deselect by active material slot

bpy.ops.object.material_slot_remove()

Remove the selected material slot

bpy.ops.object.material_slot_select()

Select by active material slot

bpy.ops.object.meshdeform_bind(modifier="")

Bind mesh to cage in mesh deform modifier

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.metaball_add(type='BALL', radius=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))

Add an metaball object to the scene

Parameters:
  • type (enum in [‘BALL’, ‘CAPSULE’, ‘PLANE’, ‘ELLIPSOID’, ‘CUBE’], (optional)) – Primitive
  • radius (float in [0, inf], (optional)) – Radius
  • 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.object.mode_set(mode='OBJECT', toggle=False)

Sets the object interaction mode

Parameters:
  • mode (enum in [‘OBJECT’, ‘EDIT’, ‘SCULPT’, ‘VERTEX_PAINT’, ‘WEIGHT_PAINT’, ‘TEXTURE_PAINT’, ‘PARTICLE_EDIT’, ‘POSE’], (optional)) – Mode
  • toggle (boolean, (optional)) – Toggle
bpy.ops.object.modifier_add(type='SUBSURF')

Add a modifier to the active object

Parameters:type (enum in [‘MESH_CACHE’, ‘UV_PROJECT’, ‘UV_WARP’, ‘VERTEX_WEIGHT_EDIT’, ‘VERTEX_WEIGHT_MIX’, ‘VERTEX_WEIGHT_PROXIMITY’, ‘ARRAY’, ‘BEVEL’, ‘BOOLEAN’, ‘BUILD’, ‘DECIMATE’, ‘EDGE_SPLIT’, ‘MASK’, ‘MIRROR’, ‘MULTIRES’, ‘REMESH’, ‘SCREW’, ‘SKIN’, ‘SOLIDIFY’, ‘SUBSURF’, ‘TRIANGULATE’, ‘ARMATURE’, ‘CAST’, ‘CURVE’, ‘DISPLACE’, ‘HOOK’, ‘LAPLACIANSMOOTH’, ‘LATTICE’, ‘MESH_DEFORM’, ‘SHRINKWRAP’, ‘SIMPLE_DEFORM’, ‘SMOOTH’, ‘WARP’, ‘WAVE’, ‘CLOTH’, ‘COLLISION’, ‘DYNAMIC_PAINT’, ‘EXPLODE’, ‘FLUID_SIMULATION’, ‘OCEAN’, ‘PARTICLE_INSTANCE’, ‘PARTICLE_SYSTEM’, ‘SMOKE’, ‘SOFT_BODY’, ‘SURFACE’], (optional)) – Type
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="")

Apply modifier and remove from the stack

Parameters:
  • apply_as (enum in [‘DATA’, ‘SHAPE’], (optional)) –

    Apply as, How to apply the modifier to the geometry

    • DATA Object Data, Apply modifier to the object’s data.
    • SHAPE New Shape, Apply deform-only modifier to a new shape on this object.
  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.modifier_convert(modifier="")

Convert particles to a mesh object

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.modifier_copy(modifier="")

Duplicate modifier at the same position in the stack

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.modifier_move_down(modifier="")

Move modifier down in the stack

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.modifier_move_up(modifier="")

Move modifier up in the stack

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.modifier_remove(modifier="")

Remove a modifier from the active object

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.move_to_layer(layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))

Move the object to different layers

Parameters:layers (boolean array of 20 items, (optional)) – Layer
bpy.ops.object.multires_base_apply(modifier="")

Modify the base mesh to conform to the displaced mesh

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.multires_external_pack()

Pack displacements from an external file

bpy.ops.object.multires_external_save(filepath="", check_existing=True, filter_blender=False, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=True, filter_collada=False, filter_folder=True, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY', modifier="")

Save displacements to an external file

Parameters:
  • filepath (string, (optional, never None)) – File Path, Path to file
  • check_existing (boolean, (optional)) – Check Existing, Check and warn on overwriting existing files
  • filter_blender (boolean, (optional)) – Filter .blend files
  • filter_backup (boolean, (optional)) – Filter .blend files
  • filter_image (boolean, (optional)) – Filter image files
  • filter_movie (boolean, (optional)) – Filter movie files
  • filter_python (boolean, (optional)) – Filter python files
  • filter_font (boolean, (optional)) – Filter font files
  • filter_sound (boolean, (optional)) – Filter sound files
  • filter_text (boolean, (optional)) – Filter text files
  • filter_btx (boolean, (optional)) – Filter btx files
  • filter_collada (boolean, (optional)) – Filter COLLADA files
  • filter_folder (boolean, (optional)) – Filter folders
  • filemode (int in [1, 9], (optional)) – File Browser Mode, The setting for the file browser mode to load a .blend file, a library or a special file
  • relative_path (boolean, (optional)) – Relative Path, Select the file relative to the blend file
  • display_type (enum in [‘FILE_DEFAULTDISPLAY’, ‘FILE_SHORTDISPLAY’, ‘FILE_LONGDISPLAY’, ‘FILE_IMGDISPLAY’], (optional)) –

    Display Type

    • FILE_DEFAULTDISPLAY Default, Automatically determine display type for files.
    • FILE_SHORTDISPLAY Short List, Display files as short list.
    • FILE_LONGDISPLAY Long List, Display files as a detailed list.
    • FILE_IMGDISPLAY Thumbnails, Display files as thumbnails.
  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.multires_higher_levels_delete(modifier="")

Deletes the higher resolution mesh, potential loss of detail

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.multires_reshape(modifier="")

Copy vertex coordinates from other object

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.multires_subdivide(modifier="")

Add a new level of subdivision

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.ocean_bake(modifier="", free=False)

Bake an image sequence of ocean data

Parameters:
  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
  • free (boolean, (optional)) – Free, Free the bake, rather than generating it
bpy.ops.object.origin_clear()

Clear the object’s origin

bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN', center='MEDIAN')

Set the object’s origin, by either moving the data, or set to center of data, or use 3D cursor

Parameters:
  • type (enum in [‘GEOMETRY_ORIGIN’, ‘ORIGIN_GEOMETRY’, ‘ORIGIN_CURSOR’, ‘ORIGIN_CENTER_OF_MASS’], (optional)) –

    Type

    • GEOMETRY_ORIGIN Geometry to Origin, Move object geometry to object origin.
    • ORIGIN_GEOMETRY Origin to Geometry, Move object origin to center of object geometry.
    • ORIGIN_CURSOR Origin to 3D Cursor, Move object origin to position of the 3D cursor.
    • ORIGIN_CENTER_OF_MASS Origin to Center of Mass, Move object origin to the object center of mass (assuming uniform density).
  • center (enum in [‘MEDIAN’, ‘BOUNDS’], (optional)) – Center
bpy.ops.object.parent_clear(type='CLEAR')

Clear the object’s parenting

Parameters:type (enum in [‘CLEAR’, ‘CLEAR_KEEP_TRANSFORM’, ‘CLEAR_INVERSE’], (optional)) – Type
bpy.ops.object.parent_no_inverse_set()

Set the object’s parenting without setting the inverse parent correction

bpy.ops.object.parent_set(type='OBJECT', xmirror=False, keep_transform=False)

Set the object’s parenting

Parameters:
  • type (enum in [‘OBJECT’, ‘ARMATURE’, ‘ARMATURE_NAME’, ‘ARMATURE_AUTO’, ‘ARMATURE_ENVELOPE’, ‘BONE’, ‘BONE_RELATIVE’, ‘CURVE’, ‘FOLLOW’, ‘PATH_CONST’, ‘LATTICE’, ‘VERTEX’, ‘VERTEX_TRI’], (optional)) – Type
  • xmirror (boolean, (optional)) – X Mirror, Apply weights symmetrically along X axis, for Envelope/Automatic vertex groups creation
  • keep_transform (boolean, (optional)) – Keep Transform, Apply transformation before parenting
bpy.ops.object.particle_system_add()

Add a particle system

bpy.ops.object.particle_system_remove()

Remove the selected particle system

bpy.ops.object.paths_calculate(start_frame=1, end_frame=250)

Calculate motion paths for the selected objects

Parameters:
  • start_frame (int in [-300000, 300000], (optional)) – Start, First frame to calculate object paths on
  • end_frame (int in [-300000, 300000], (optional)) – End, Last frame to calculate object paths on
bpy.ops.object.paths_clear()

Clear path caches for selected objects

bpy.ops.object.paths_update()

Recalculate paths for selected objects

bpy.ops.object.posemode_toggle()

Enable or disable posing/selecting bones

bpy.ops.object.proxy_make(object='DEFAULT')

Add empty object to become local replacement data of a library-linked object

Parameters:object (enum in [‘DEFAULT’], (optional)) – Proxy Object, Name of lib-linked/grouped object to make a proxy for
bpy.ops.object.quick_explode(style='EXPLODE', amount=100, frame_duration=50, frame_start=1, frame_end=10, velocity=1.0, fade=True)

Undocumented

Parameters:
  • style (enum in [‘EXPLODE’, ‘BLEND’], (optional)) – Explode Style
  • amount (int in [2, 10000], (optional)) – Amount of pieces
  • frame_duration (int in [1, 300000], (optional)) – Duration
  • frame_start (int in [1, 300000], (optional)) – Start Frame
  • frame_end (int in [1, 300000], (optional)) – End Frame
  • velocity (float in [0, 300000], (optional)) – Outwards Velocity
  • fade (boolean, (optional)) – Fade, Fade the pieces over time
File :

startup/bl_operators/object_quick_effects.py:163

bpy.ops.object.quick_fluid(style='BASIC', initial_velocity=(0.0, 0.0, 0.0), show_flows=False, start_baking=False)

Undocumented

Parameters:
  • style (enum in [‘INFLOW’, ‘BASIC’], (optional)) – Fluid Style
  • initial_velocity (float array of 3 items in [-100, 100], (optional)) – Initial Velocity, Initial velocity of the fluid
  • show_flows (boolean, (optional)) – Render Fluid Objects, Keep the fluid objects visible during rendering
  • start_baking (boolean, (optional)) – Start Fluid Bake, Start baking the fluid immediately after creating the domain object
File :

startup/bl_operators/object_quick_effects.py:436

bpy.ops.object.quick_fur(density='MEDIUM', view_percentage=10, length=0.1)

Undocumented

Parameters:
  • density (enum in [‘LIGHT’, ‘MEDIUM’, ‘HEAVY’], (optional)) – Fur Density
  • view_percentage (int in [1, 100], (optional)) – View %
  • length (float in [0.001, 100], (optional)) – Length
File :

startup/bl_operators/object_quick_effects.py:74

bpy.ops.object.quick_smoke(style='STREAM', show_flows=False)

Undocumented

Parameters:
  • style (enum in [‘STREAM’, ‘FIRE’], (optional)) – Smoke Style
  • show_flows (boolean, (optional)) – Render Smoke Objects, Keep the smoke objects visible during rendering
File :

startup/bl_operators/object_quick_effects.py:313

bpy.ops.object.randomize_transform(random_seed=0, use_delta=False, use_loc=True, loc=(0.0, 0.0, 0.0), use_rot=True, rot=(0.0, 0.0, 0.0), use_scale=True, scale_even=False, scale=(1.0, 1.0, 1.0))

Randomize objects loc/rot/scale

Parameters:
  • random_seed (int in [0, 10000], (optional)) – Random Seed, Seed value for the random generator
  • use_delta (boolean, (optional)) – Transform Delta, Randomize delta transform values instead of regular transform
  • use_loc (boolean, (optional)) – Randomize Location, Randomize the location values
  • loc (float array of 3 items in [-100, 100], (optional)) – Location, Maximum distance the objects can spread over each axis
  • use_rot (boolean, (optional)) – Randomize Rotation, Randomize the rotation values
  • rot (float array of 3 items in [-3.14159, 3.14159], (optional)) – Rotation, Maximum rotation over each axis
  • use_scale (boolean, (optional)) – Randomize Scale, Randomize the scale values
  • scale_even (boolean, (optional)) – Scale Even, Use the same scale value for all axis
  • scale (float array of 3 items in [-100, 100], (optional)) – Scale, Maximum scale randomization over each axis
File :

startup/bl_operators/object_randomize_transform.py:171

bpy.ops.object.rotation_clear()

Clear the object’s rotation

bpy.ops.object.scale_clear()

Clear the object’s scale

bpy.ops.object.select_all(action='TOGGLE')

Change selection of all visible objects in scene

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.object.select_by_layer(match='EXACT', extend=False, layers=1)

Select all visible objects on a layer

Parameters:
  • match (enum in [‘EXACT’, ‘SHARED’], (optional)) – Match
  • extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first
  • layers (int in [1, 20], (optional)) – Layer
bpy.ops.object.select_by_type(extend=False, type='MESH')

Select all visible objects that are of a type

Parameters:
  • extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first
  • type (enum in [‘MESH’, ‘CURVE’, ‘SURFACE’, ‘META’, ‘FONT’, ‘ARMATURE’, ‘LATTICE’, ‘EMPTY’, ‘CAMERA’, ‘LAMP’, ‘SPEAKER’], (optional)) – Type
bpy.ops.object.select_camera(extend=False)

Select the active camera

Parameters:extend (boolean, (optional)) – Extend, Extend the selection
File :startup/bl_operators/object.py:119
bpy.ops.object.select_grouped(extend=False, type='CHILDREN_RECURSIVE')

Select all visible objects grouped by various properties

Parameters:
  • extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first
  • type (enum in [‘CHILDREN_RECURSIVE’, ‘CHILDREN’, ‘PARENT’, ‘SIBLINGS’, ‘TYPE’, ‘LAYER’, ‘GROUP’, ‘HOOK’, ‘PASS’, ‘COLOR’, ‘PROPERTIES’, ‘KEYINGSET’, ‘LAMP_TYPE’, ‘PASS_INDEX’], (optional)) –

    Type

    • CHILDREN_RECURSIVE Children.
    • CHILDREN Immediate Children.
    • PARENT Parent.
    • SIBLINGS Siblings, Shared Parent.
    • TYPE Type, Shared object type.
    • LAYER Layer, Shared layers.
    • GROUP Group, Shared group.
    • HOOK Hook.
    • PASS Pass, Render pass Index.
    • COLOR Color, Object Color.
    • PROPERTIES Properties, Game Properties.
    • KEYINGSET Keying Set, Objects included in active Keying Set.
    • LAMP_TYPE Lamp Type, Matching lamp types.
    • PASS_INDEX Pass Index, Matching object pass index.
bpy.ops.object.select_hierarchy(direction='PARENT', extend=False)

Select object relative to the active object’s position in the hierarchy

Parameters:
  • direction (enum in [‘PARENT’, ‘CHILD’], (optional)) – Direction, Direction to select in the hierarchy
  • extend (boolean, (optional)) – Extend, Extend the existing selection
File :

startup/bl_operators/object.py:167

bpy.ops.object.select_linked(extend=False, type='OBDATA')

Select all visible objects that are linked

Parameters:
  • extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first
  • type (enum in [‘OBDATA’, ‘MATERIAL’, ‘TEXTURE’, ‘DUPGROUP’, ‘PARTICLE’, ‘LIBRARY’, ‘LIBRARY_OBDATA’], (optional)) – Type
bpy.ops.object.select_mirror(extend=False)

Select the Mirror objects of the selected object eg. L.sword -> R.sword

Parameters:extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first
bpy.ops.object.select_pattern(pattern="*", case_sensitive=False, extend=True)

Select objects matching a naming pattern

Parameters:
  • pattern (string, (optional, never None)) – Pattern, Name filter using ‘*’, ‘?’ and ‘[abc]’ unix style wildcards
  • case_sensitive (boolean, (optional)) – Case Sensitive, Do a case sensitive compare
  • extend (boolean, (optional)) – Extend, Extend the existing selection
File :

startup/bl_operators/object.py:53

bpy.ops.object.select_random(percent=50.0, extend=False)

Set select on random visible objects

Parameters:
  • percent (float in [0, 100], (optional)) – Percent, Percentage of objects to select randomly
  • extend (boolean, (optional)) – Extend Selection, Extend selection instead of deselecting everything first
bpy.ops.object.select_same_group(group="")

Select object in the same group

Parameters:group (string, (optional, never None)) – Group, Name of the group to select
bpy.ops.object.shade_flat()

Render and display faces uniform, using Face Normals

bpy.ops.object.shade_smooth()

Render and display faces smooth, using interpolated Vertex Normals

bpy.ops.object.shape_key_add(from_mix=True)

Add shape key to the object

Parameters:from_mix (boolean, (optional)) – From Mix, Create the new shape key from the existing mix of keys
bpy.ops.object.shape_key_clear()

Clear weights for all shape keys

bpy.ops.object.shape_key_mirror(use_topology=False)

Mirror the current shape key along the local X axis

Parameters:use_topology (boolean, (optional)) – Topology Mirror, Use topology based mirroring (for when both sides of mesh have matching, unique topology)
bpy.ops.object.shape_key_move(type='UP')

Move the active shape key up/down in the list

Parameters:type (enum in [‘UP’, ‘DOWN’], (optional)) – Type
bpy.ops.object.shape_key_remove(all=False)

Remove shape key from the object

Parameters:all (boolean, (optional)) – All, Remove all shape keys
bpy.ops.object.shape_key_retime()

Resets the timing for absolute shape keys

bpy.ops.object.shape_key_transfer(mode='OFFSET', use_clamp=False)

Copy another selected objects active shape to this one by applying the relative offsets

Parameters:
  • mode (enum in [‘OFFSET’, ‘RELATIVE_FACE’, ‘RELATIVE_EDGE’], (optional)) –

    Transformation Mode, Relative shape positions to the new shape method

    • OFFSET Offset, Apply the relative positional offset.
    • RELATIVE_FACE Relative Face, Calculate relative position (using faces).
    • RELATIVE_EDGE Relative Edge, Calculate relative position (using edges).
  • use_clamp (boolean, (optional)) – Clamp Offset, Clamp the transformation to the distance each vertex moves in the original shape
File :

startup/bl_operators/object.py:452

bpy.ops.object.skin_armature_create(modifier="")

Create an armature that parallels the skin layout

Parameters:modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
bpy.ops.object.skin_loose_mark_clear(action='MARK')

Mark/clear selected vertices as loose

Parameters:action (enum in [‘MARK’, ‘CLEAR’], (optional)) –

Action

  • MARK Mark, Mark selected vertices as loose.
  • CLEAR Clear, Set selected vertices as not loose.
bpy.ops.object.skin_radii_equalize()

Make skin radii of selected vertices equal on each axis

bpy.ops.object.skin_root_mark()

Mark selected vertices as roots

bpy.ops.object.slow_parent_clear()

Clear the object’s slow parent

bpy.ops.object.slow_parent_set()

Set the object’s slow parent

bpy.ops.object.speaker_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))

Add a speaker object to the scene

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.object.subdivision_set(level=1, relative=False)

Sets a Subdivision Surface Level (1-5)

Parameters:
  • level (int in [-100, 100], (optional)) – Level
  • relative (boolean, (optional)) – Relative, Apply the subsurf level as an offset relative to the current level
File :

startup/bl_operators/object.py:235

bpy.ops.object.text_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))

Add a text object to the scene

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.object.track_clear(type='CLEAR')

Clear tracking constraint or flag from object

Parameters:type (enum in [‘CLEAR’, ‘CLEAR_KEEP_TRANSFORM’], (optional)) – Type
bpy.ops.object.track_set(type='DAMPTRACK')

Make the object track another object, either by constraint or old way or locked track

Parameters:type (enum in [‘DAMPTRACK’, ‘TRACKTO’, ‘LOCKTRACK’], (optional)) – Type
bpy.ops.object.transform_apply(location=False, rotation=False, scale=False)

Apply the object’s transformation to its data

Parameters:
  • location (boolean, (optional)) – Location
  • rotation (boolean, (optional)) – Rotation
  • scale (boolean, (optional)) – Scale
bpy.ops.object.vertex_group_add()

Add a new vertex group to the active object

bpy.ops.object.vertex_group_assign()

Assign the selected vertices to the active vertex group

bpy.ops.object.vertex_group_assign_new()

Assign the selected vertices to a new vertex group

bpy.ops.object.vertex_group_blend(group_select_mode='', factor=1.0)

Blend selected vertex weights with unselected for the active group

Parameters:
  • group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used
  • factor (float in [0, 1], (optional)) – Factor
bpy.ops.object.vertex_group_clean(group_select_mode='', limit=0.0, keep_single=False)

Remove vertex group assignments which are not required

Parameters:
  • group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used
  • limit (float in [0, 1], (optional)) – Limit, Remove weights under this limit
  • keep_single (boolean, (optional)) – Keep Single, Keep verts assigned to at least one group when cleaning
bpy.ops.object.vertex_group_copy()

Make a copy of the active vertex group

bpy.ops.object.vertex_group_copy_to_linked()

Copy vertex groups to all users of the same geometry data

bpy.ops.object.vertex_group_copy_to_selected()

Copy vertex groups to other selected objects with matching indices

bpy.ops.object.vertex_group_deselect()

Deselect all selected vertices assigned to the active vertex group

bpy.ops.object.vertex_group_fix(dist=0.0, strength=1.0, accuracy=1.0)

Modify the position of selected vertices by changing only their respective groups’ weights (this tool may be slow for many vertices)

Parameters:
  • dist (float in [-inf, inf], (optional)) – Distance, The distance to move to
  • strength (float in [-2, inf], (optional)) – Strength, The distance moved can be changed by this multiplier
  • accuracy (float in [0.05, inf], (optional)) – Change Sensitivity, Change the amount weights are altered with each iteration: lower values are slower
bpy.ops.object.vertex_group_invert(group_select_mode='', auto_assign=True, auto_remove=True)

Invert active vertex group’s weights

Parameters:
  • group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used
  • auto_assign (boolean, (optional)) – Add Weights, Add verts from groups that have zero weight before inverting
  • auto_remove (boolean, (optional)) – Remove Weights, Remove verts from groups that have zero weight after inverting
bpy.ops.object.vertex_group_levels(group_select_mode='', offset=0.0, gain=1.0)

Add some offset and multiply with some gain the weights of the active vertex group

Parameters:
  • group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used
  • offset (float in [-1, 1], (optional)) – Offset, Value to add to weights
  • gain (float in [0, inf], (optional)) – Gain, Value to multiply weights by
bpy.ops.object.vertex_group_limit_total(group_select_mode='', limit=4)

Limit deform weights associated with a vertex to a specified number by removing lowest weights

Parameters:
  • group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used
  • limit (int in [1, 32], (optional)) – Limit, Maximum number of deform weights
bpy.ops.object.vertex_group_lock(action='TOGGLE')

Change the lock state of all vertex groups of active object

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

Action, Lock action to execute on vertex groups

  • TOGGLE Toggle, Unlock all vertex groups if there is at least one locked group, lock all in other case.
  • LOCK Lock, Lock all vertex groups.
  • UNLOCK Unlock, Unlock all vertex groups.
  • INVERT Invert, Invert the lock state of all vertex groups.
bpy.ops.object.vertex_group_mirror(mirror_weights=True, flip_group_names=True, all_groups=False, use_topology=False)

Mirror all vertex groups, flip weights and/or names, editing only selected vertices, flipping when both sides are selected otherwise copy from unselected

Parameters:
  • mirror_weights (boolean, (optional)) – Mirror Weights, Mirror weights
  • flip_group_names (boolean, (optional)) – Flip Group Names, Flip vertex group names
  • all_groups (boolean, (optional)) – All Groups, Mirror all vertex groups weights
  • use_topology (boolean, (optional)) – Topology Mirror, Use topology based mirroring (for when both sides of mesh have matching, unique topology)
bpy.ops.object.vertex_group_move(direction='UP')

Move the active vertex group up/down in the list

Parameters:direction (enum in [‘UP’, ‘DOWN’], (optional)) – Direction, Direction to move, UP or DOWN
bpy.ops.object.vertex_group_normalize()

Normalize weights of the active vertex group, so that the highest ones are now 1.0

bpy.ops.object.vertex_group_normalize_all(lock_active=True)

Normalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0

Parameters:lock_active (boolean, (optional)) – Lock Active, Keep the values of the active group while normalizing others
bpy.ops.object.vertex_group_remove(all=False)

Delete the active or all vertex groups from the active object

Parameters:all (boolean, (optional)) – All, Remove all vertex groups
bpy.ops.object.vertex_group_remove_from(use_all_groups=False, use_all_verts=False)

Remove the selected vertices from active or all vertex group(s)

Parameters:
  • use_all_groups (boolean, (optional)) – All Groups, Remove from all groups
  • use_all_verts (boolean, (optional)) – All Verts, Clear the active group
bpy.ops.object.vertex_group_select()

Select all the vertices assigned to the active vertex group

bpy.ops.object.vertex_group_set_active(group='')

Set the active vertex group

Parameters:group (enum in [], (optional)) – Group, Vertex group to set as active
bpy.ops.object.vertex_group_sort()

Sort vertex groups alphabetically

bpy.ops.object.vertex_group_transfer_weight(group_select_mode='WT_REPLACE_ALL_VERTEX_GROUPS', method='WT_BY_NEAREST_FACE', replace_mode='WT_REPLACE_ALL_WEIGHTS')

Transfer weight paint to active from selected mesh

Parameters:
  • group_select_mode (enum in [‘WT_REPLACE_ACTIVE_VERTEX_GROUP’, ‘WT_REPLACE_ALL_VERTEX_GROUPS’], (optional)) –

    Group

    • WT_REPLACE_ACTIVE_VERTEX_GROUP Active, Transfer active vertex group from selected to active mesh.
    • WT_REPLACE_ALL_VERTEX_GROUPS All, Transfer all vertex groups from selected to active mesh.
  • method (enum in [‘WT_BY_INDEX’, ‘WT_BY_NEAREST_VERTEX’, ‘WT_BY_NEAREST_FACE’, ‘WT_BY_NEAREST_VERTEX_IN_FACE’], (optional)) –

    Method

    • WT_BY_INDEX Vertex index, Copy for identical meshes.
    • WT_BY_NEAREST_VERTEX Nearest vertex, Copy weight from closest vertex.
    • WT_BY_NEAREST_FACE Nearest face, Barycentric interpolation from nearest face.
    • WT_BY_NEAREST_VERTEX_IN_FACE Nearest vertex in face, Copy weight from closest vertex in nearest face.
  • replace_mode (enum in [‘WT_REPLACE_ALL_WEIGHTS’, ‘WT_REPLACE_EMPTY_WEIGHTS’], (optional)) –

    Replace

    • WT_REPLACE_ALL_WEIGHTS All, Overwrite all weights.
    • WT_REPLACE_EMPTY_WEIGHTS Empty, Add weights to vertices with no weight.
bpy.ops.object.vertex_parent_set()

Parent selected objects to the selected vertices

bpy.ops.object.vertex_weight_copy()

Copy weights from active to selected

bpy.ops.object.vertex_weight_delete(weight_group=-1)

Delete this weight from the vertex (disabled if vertex group is locked)

Parameters:weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group
bpy.ops.object.vertex_weight_normalize_active_vertex()

Normalize active vertex’s weights

bpy.ops.object.vertex_weight_paste(weight_group=-1)

Copy this group’s weight to other selected verts (disabled if vertex group is locked)

Parameters:weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group
bpy.ops.object.vertex_weight_set_active(weight_group=-1)

Set as active vertex group

Parameters:weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group
bpy.ops.object.visual_transform_apply()

Apply the object’s visual transformation to its data

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