Object Operators¶
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bpy.ops.object.
add
(radius=1.0, 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: - radius (float in [0, inf], (optional)) – Radius
- 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
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bpy.ops.object.
add_named
(linked=False, name="")¶ 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
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bpy.ops.object.
align
(bb_quality=True, align_mode='OPT_2', relative_to='OPT_4', align_axis={})¶ 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:
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bpy.ops.object.
anim_transforms_to_deltas
()¶ Convert object animation for normal transforms to delta transforms
File: startup/bl_operators/object.py:695
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bpy.ops.object.
armature_add
(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 armature object to the scene
Parameters: - 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
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bpy.ops.object.
bake
(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0.0, cage_object="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_cage=False, use_split_materials=False, use_automatic_name=False, uv_layer="")¶ Bake image textures of selected objects
Parameters: - type (enum in [‘COMBINED’, ‘Z’, ‘COLOR’, ‘DIFFUSE’, ‘SPECULAR’, ‘SHADOW’, ‘AO’, ‘REFLECTION’, ‘NORMAL’, ‘VECTOR’, ‘REFRACTION’, ‘OBJECT_INDEX’, ‘UV’, ‘MIST’, ‘EMIT’, ‘ENVIRONMENT’, ‘MATERIAL_INDEX’, ‘DIFFUSE_DIRECT’, ‘DIFFUSE_INDIRECT’, ‘DIFFUSE_COLOR’, ‘GLOSSY_DIRECT’, ‘GLOSSY_INDIRECT’, ‘GLOSSY_COLOR’, ‘TRANSMISSION_DIRECT’, ‘TRANSMISSION_INDIRECT’, ‘TRANSMISSION_COLOR’, ‘SUBSURFACE_DIRECT’, ‘SUBSURFACE_INDIRECT’, ‘SUBSURFACE_COLOR’], (optional)) – Type, Type of pass to bake, some of them may not be supported by the current render engine
- filepath (string, (optional, never None)) – File Path, Image filepath to use when saving externally
- width (int in [1, inf], (optional)) – Width, Horizontal dimension of the baking map (external only)
- height (int in [1, inf], (optional)) – Height, Vertical dimension of the baking map (external only)
- margin (int in [0, inf], (optional)) – Margin, Extends the baked result as a post process filter
- use_selected_to_active (boolean, (optional)) – Selected to Active, Bake shading on the surface of selected objects to the active object
- cage_extrusion (float in [0, inf], (optional)) – Cage Extrusion, Distance to use for the inward ray cast when using selected to active
- cage_object (string, (optional, never None)) – Cage Object, Object to use as cage, instead of calculating the cage from the active object with cage extrusion
- normal_space (enum in [‘OBJECT’, ‘TANGENT’], (optional)) –
Normal Space, Choose normal space for baking
OBJECT
Object, Bake the normals in object space.TANGENT
Tangent, Bake the normals in tangent space.
- normal_r (enum in [‘POS_X’, ‘POS_Y’, ‘POS_Z’, ‘NEG_X’, ‘NEG_Y’, ‘NEG_Z’], (optional)) – R, Axis to bake in red channel
- normal_g (enum in [‘POS_X’, ‘POS_Y’, ‘POS_Z’, ‘NEG_X’, ‘NEG_Y’, ‘NEG_Z’], (optional)) – G, Axis to bake in green channel
- normal_b (enum in [‘POS_X’, ‘POS_Y’, ‘POS_Z’, ‘NEG_X’, ‘NEG_Y’, ‘NEG_Z’], (optional)) – B, Axis to bake in blue channel
- save_mode (enum in [‘INTERNAL’, ‘EXTERNAL’], (optional)) –
Save Mode, Choose how to save the baking map
INTERNAL
Internal, Save the baking map in an internal image datablock.EXTERNAL
External, Save the baking map in an external file.
- use_clear (boolean, (optional)) – Clear, Clear Images before baking (only for internal saving)
- use_cage (boolean, (optional)) – Cage, Cast rays to active object from a cage
- use_split_materials (boolean, (optional)) – Split Materials, Split baked maps per material, using material name in output file (external only)
- use_automatic_name (boolean, (optional)) – Automatic Name, Automatically name the output file with the pass type
- uv_layer (string, (optional, never None)) – UV Layer, UV layer to override active
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bpy.ops.object.
bake_image
()¶ Bake image textures of selected objects
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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
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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.
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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.
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bpy.ops.object.
constraints_clear
()¶ Clear all the constraints for the active Object only
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bpy.ops.object.
constraints_copy
()¶ Copy constraints to other selected objects
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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
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bpy.ops.object.
correctivesmooth_bind
(modifier="")¶ Bind base pose in Corrective Smooth modifier
Parameters: modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
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bpy.ops.object.
data_transfer
(use_reverse_transfer=False, data_type='', use_create=True, vert_mapping='NEAREST', edge_mapping='NEAREST', loop_mapping='NEAREST_POLYNOR', poly_mapping='NEAREST', use_object_transform=True, use_max_distance=False, max_distance=1.0, ray_radius=0.0, islands_precision=0.1, layers_select_src='ACTIVE', layers_select_dst='ACTIVE', mix_mode='REPLACE', mix_factor=1.0)¶ Transfer data layer(s) (weights, edge sharp, ...) from active to selected meshes
Parameters: - use_reverse_transfer (boolean, (optional)) – Reverse Transfer, Transfer from selected objects to active one
- data_type (enum in [‘VGROUP_WEIGHTS’, ‘BEVEL_WEIGHT_VERT’, ‘SHARP_EDGE’, ‘SEAM’, ‘CREASE’, ‘BEVEL_WEIGHT_EDGE’, ‘FREESTYLE_EDGE’, ‘CUSTOM_NORMAL’, ‘VCOL’, ‘UV’, ‘SMOOTH’, ‘FREESTYLE_FACE’], (optional)) –
Data Type, Which data to transfer
VGROUP_WEIGHTS
Vertex Group(s), Transfer active or all vertex groups.BEVEL_WEIGHT_VERT
Bevel Weight, Transfer bevel weights.SHARP_EDGE
Sharp, Transfer sharp mark.SEAM
UV Seam, Transfer UV seam mark.CREASE
Subsurf Crease, Transfer crease values.BEVEL_WEIGHT_EDGE
Bevel Weight, Transfer bevel weights.FREESTYLE_EDGE
Freestyle Mark, Transfer Freestyle edge mark.CUSTOM_NORMAL
Custom Normals, Transfer custom normals.VCOL
VCol, Vertex (face corners) colors.UV
UVs, Transfer UV layers.SMOOTH
Smooth, Transfer flat/smooth mark.FREESTYLE_FACE
Freestyle Mark, Transfer Freestyle face mark.
- use_create (boolean, (optional)) – Create Data, Add data layers on destination meshes if needed
- vert_mapping (enum in [‘TOPOLOGY’, ‘NEAREST’, ‘EDGE_NEAREST’, ‘EDGEINTERP_NEAREST’, ‘POLY_NEAREST’, ‘POLYINTERP_NEAREST’, ‘POLYINTERP_VNORPROJ’], (optional)) –
Vertex Mapping, Method used to map source vertices to destination ones
TOPOLOGY
Topology, Copy from identical topology meshes.NEAREST
Nearest vertex, Copy from closest vertex.EDGE_NEAREST
Nearest Edge Vertex, Copy from closest vertex of closest edge.EDGEINTERP_NEAREST
Nearest Edge Interpolated, Copy from interpolated values of vertices from closest point on closest edge.POLY_NEAREST
Nearest Face Vertex, Copy from closest vertex of closest face.POLYINTERP_NEAREST
Nearest Face Interpolated, Copy from interpolated values of vertices from closest point on closest face.POLYINTERP_VNORPROJ
Projected Face Interpolated, Copy from interpolated values of vertices from point on closest face hit by normal-projection.
- edge_mapping (enum in [‘TOPOLOGY’, ‘VERT_NEAREST’, ‘NEAREST’, ‘POLY_NEAREST’, ‘EDGEINTERP_VNORPROJ’], (optional)) –
Edge Mapping, Method used to map source edges to destination ones
TOPOLOGY
Topology, Copy from identical topology meshes.VERT_NEAREST
Nearest Vertices, Copy from most similar edge (edge which vertices are the closest of destination edge’s ones).NEAREST
Nearest Edge, Copy from closest edge (using midpoints).POLY_NEAREST
Nearest Face Edge, Copy from closest edge of closest face (using midpoints).EDGEINTERP_VNORPROJ
Projected Edge Interpolated, Interpolate all source edges hit by the projection of destination one along its own normal (from vertices).
- loop_mapping (enum in [‘TOPOLOGY’, ‘NEAREST_NORMAL’, ‘NEAREST_POLYNOR’, ‘NEAREST_POLY’, ‘POLYINTERP_NEAREST’, ‘POLYINTERP_LNORPROJ’], (optional)) –
Face Corner Mapping, Method used to map source faces’ corners to destination ones
TOPOLOGY
Topology, Copy from identical topology meshes.NEAREST_NORMAL
Nearest Corner And Best Matching Normal, Copy from nearest corner which has the best matching normal.NEAREST_POLYNOR
Nearest Corner And Best Matching Face Normal, Copy from nearest corner which has the face with the best matching normal to destination corner’s face one.NEAREST_POLY
Nearest Corner Of Nearest Face, Copy from nearest corner of nearest polygon.POLYINTERP_NEAREST
Nearest Face Interpolated, Copy from interpolated corners of the nearest source polygon.POLYINTERP_LNORPROJ
Projected Face Interpolated, Copy from interpolated corners of the source polygon hit by corner normal projection.
- poly_mapping (enum in [‘TOPOLOGY’, ‘NEAREST’, ‘NORMAL’, ‘POLYINTERP_PNORPROJ’], (optional)) –
Face Mapping, Method used to map source faces to destination ones
TOPOLOGY
Topology, Copy from identical topology meshes.NEAREST
Nearest Face, Copy from nearest polygon (using center points).NORMAL
Best Normal-Matching, Copy from source polygon which normal is the closest to destination one.POLYINTERP_PNORPROJ
Projected Face Interpolated, Interpolate all source polygons intersected by the projection of destination one along its own normal.
- use_object_transform (boolean, (optional)) – Object Transform, Evaluate source and destination meshes in their respective object spaces
- use_max_distance (boolean, (optional)) – Only Neighbor Geometry, Source elements must be closer than given distance from destination one
- max_distance (float in [0, inf], (optional)) – Max Distance, Maximum allowed distance between source and destination element, for non-topology mappings
- ray_radius (float in [0, inf], (optional)) – Ray Radius, ‘Width’ of rays (especially useful when raycasting against vertices or edges)
- islands_precision (float in [0, 10], (optional)) – Islands Precision, Factor controlling precision of islands handling (the higher, the better the results)
- layers_select_src (enum in [‘ACTIVE’, ‘ALL’, ‘BONE_SELECT’, ‘BONE_DEFORM’], (optional)) –
Source Layers Selection, Which layers to transfer, in case of multi-layers types
ACTIVE
Active Layer, Only transfer active data layer.ALL
All Layers, Transfer all data layers.BONE_SELECT
Selected Pose Bones, Transfer all vertex groups used by selected pose bones.BONE_DEFORM
Deform Pose Bones, Transfer all vertex groups used by deform bones.
- layers_select_dst (enum in [‘ACTIVE’, ‘NAME’, ‘INDEX’], (optional)) –
Destination Layers Matching, How to match source and destination layers
ACTIVE
Active Layer, Affect active data layer of all targets.NAME
By Name, Match target data layers to affect by name.INDEX
By Order, Match target data layers to affect by order (indices).
- mix_mode (enum in [‘REPLACE’, ‘ABOVE_THRESHOLD’, ‘BELOW_THRESHOLD’, ‘MIX’, ‘ADD’, ‘SUB’, ‘MUL’], (optional)) –
Mix Mode, How to affect destination elements with source values
REPLACE
Replace, Overwrite all elements’ data.ABOVE_THRESHOLD
Above Threshold, Only replace destination elements where data is above given threshold (exact behavior depends on data type).BELOW_THRESHOLD
Below Threshold, Only replace destination elements where data is below given threshold (exact behavior depends on data type).MIX
Mix, Mix source value into destination one, using given threshold as factor.ADD
Add, Add source value to destination one, using given threshold as factor.SUB
Subtract, Subtract source value to destination one, using given threshold as factor.MUL
Multiply, Multiply source value to destination one, using given threshold as factor.
- mix_factor (float in [0, 1], (optional)) – Mix Factor, Factor to use when applying data to destination (exact behavior depends on mix mode)
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bpy.ops.object.
datalayout_transfer
(modifier="", data_type='', use_delete=False, layers_select_src='ACTIVE', layers_select_dst='ACTIVE')¶ Transfer layout of data layer(s) from active to selected meshes
Parameters: - modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
- data_type (enum in [‘VGROUP_WEIGHTS’, ‘BEVEL_WEIGHT_VERT’, ‘SHARP_EDGE’, ‘SEAM’, ‘CREASE’, ‘BEVEL_WEIGHT_EDGE’, ‘FREESTYLE_EDGE’, ‘CUSTOM_NORMAL’, ‘VCOL’, ‘UV’, ‘SMOOTH’, ‘FREESTYLE_FACE’], (optional)) –
Data Type, Which data to transfer
VGROUP_WEIGHTS
Vertex Group(s), Transfer active or all vertex groups.BEVEL_WEIGHT_VERT
Bevel Weight, Transfer bevel weights.SHARP_EDGE
Sharp, Transfer sharp mark.SEAM
UV Seam, Transfer UV seam mark.CREASE
Subsurf Crease, Transfer crease values.BEVEL_WEIGHT_EDGE
Bevel Weight, Transfer bevel weights.FREESTYLE_EDGE
Freestyle Mark, Transfer Freestyle edge mark.CUSTOM_NORMAL
Custom Normals, Transfer custom normals.VCOL
VCol, Vertex (face corners) colors.UV
UVs, Transfer UV layers.SMOOTH
Smooth, Transfer flat/smooth mark.FREESTYLE_FACE
Freestyle Mark, Transfer Freestyle face mark.
- use_delete (boolean, (optional)) – Exact Match, Also delete some data layers from destination if necessary, so that it matches exactly source
- layers_select_src (enum in [‘ACTIVE’, ‘ALL’, ‘BONE_SELECT’, ‘BONE_DEFORM’], (optional)) –
Source Layers Selection, Which layers to transfer, in case of multi-layers types
ACTIVE
Active Layer, Only transfer active data layer.ALL
All Layers, Transfer all data layers.BONE_SELECT
Selected Pose Bones, Transfer all vertex groups used by selected pose bones.BONE_DEFORM
Deform Pose Bones, Transfer all vertex groups used by deform bones.
- layers_select_dst (enum in [‘ACTIVE’, ‘NAME’, ‘INDEX’], (optional)) –
Destination Layers Matching, How to match source and destination layers
ACTIVE
Active Layer, Affect active data layer of all targets.NAME
By Name, Match target data layers to affect by name.INDEX
By Order, Match target data layers to affect by order (indices).
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bpy.ops.object.
delete
(use_global=False)¶ Delete selected objects
Parameters: use_global (boolean, (optional)) – Delete Globally, Remove object from all scenes
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bpy.ops.object.
drop_named_image
(filepath="", relative_path=True, 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
- relative_path (boolean, (optional)) – Relative Path, Select the file relative to the blend 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
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bpy.ops.object.
drop_named_material
(name="Material")¶ Undocumented
Parameters: name (string, (optional, never None)) – Name, Material name to assign
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bpy.ops.object.
dupli_offset_from_cursor
()¶ Set offset used for DupliGroup based on cursor position
File: startup/bl_operators/object.py:784
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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’, ‘BEND’, ‘SHRINKFATTEN’, ‘TILT’, ‘TRACKBALL’, ‘PUSHPULL’, ‘CREASE’, ‘MIRROR’, ‘BONE_SIZE’, ‘BONE_ENVELOPE’, ‘CURVE_SHRINKFATTEN’, ‘MASK_SHRINKFATTEN’, ‘GPENCIL_SHRINKFATTEN’, ‘BONE_ROLL’, ‘TIME_TRANSLATE’, ‘TIME_SLIDE’, ‘TIME_SCALE’, ‘TIME_EXTEND’, ‘BAKE_TIME’, ‘BWEIGHT’, ‘ALIGN’, ‘EDGESLIDE’, ‘SEQSLIDE’], (optional)) – Mode
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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
- OBJECT_OT_duplicate (
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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
- OBJECT_OT_duplicate (
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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
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bpy.ops.object.
editmode_toggle
()¶ Toggle object’s editmode
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bpy.ops.object.
effector_add
(type='FORCE', 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 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
- 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.
empty_add
(type='PLAIN_AXES', radius=1.0, 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
- radius (float in [0, inf], (optional)) – Radius
- 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_move
(index=0, direction='UP')¶ Move game property
Parameters: - index (int in [0, inf], (optional)) – Index, Property index to move
- direction (enum in [‘UP’, ‘DOWN’], (optional)) – Direction, Direction for moving the property
-
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
- type (enum in [‘BOOL’, ‘INT’, ‘FLOAT’, ‘STRING’, ‘TIMER’], (optional)) –
-
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
-
bpy.ops.object.
group_link
(group='')¶ 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.
group_unlink
()¶ Unlink the group from all objects
-
bpy.ops.object.
grouped_select
()¶ Select all objects in 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:678
-
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:658
-
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 Maps from active to selected objects (needs matching geometry)
File: startup/bl_operators/object.py:571
-
bpy.ops.object.
lamp_add
(type='POINT', radius=1.0, 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.
- radius (float in [0, inf], (optional)) – Radius
- 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
- type (enum in [‘POINT’, ‘SUN’, ‘SPOT’, ‘HEMI’, ‘AREA’], (optional)) –
-
bpy.ops.object.
laplaciandeform_bind
(modifier="")¶ Bind mesh to system in laplacian deform modifier
Parameters: modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
-
bpy.ops.object.
location_clear
()¶ Clear the object’s location
-
bpy.ops.object.
lod_add
()¶ Add a level of detail to this object
-
bpy.ops.object.
lod_by_name
()¶ Add levels of detail to this object based on object names
File: startup/bl_operators/object.py:803
-
bpy.ops.object.
lod_clear_all
()¶ Remove all levels of detail from this object
File: startup/bl_operators/object.py:853
-
bpy.ops.object.
lod_generate
(count=3, target=0.1, package=False)¶ Generate levels of detail using the decimate modifier
Parameters: - count (int in [-inf, inf], (optional)) – Count
- target (float in [0, 1], (optional)) – Target Size
- package (boolean, (optional)) – Package into Group
File:
-
bpy.ops.object.
lod_remove
(index=1)¶ Remove a level of detail from this object
Parameters: index (int in [1, inf], (optional)) – Index
-
bpy.ops.object.
logic_bricks_copy
()¶ Copy logic bricks to other selected objects
-
bpy.ops.object.
make_dupli_face
()¶ Convert objects into dupli-face instanced
File: startup/bl_operators/object.py:646
-
bpy.ops.object.
make_links_data
(type='OBDATA')¶ Apply active object links to other selected objects
Parameters: type (enum in [‘OBDATA’, ‘MATERIAL’, ‘ANIMATION’, ‘GROUPS’, ‘DUPLIGROUP’, ‘MODIFIERS’, ‘FONTS’], (optional)) – Type
-
bpy.ops.object.
make_links_scene
(scene='')¶ 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 (needs ‘Materials’ to be set too)
- 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_move
(direction='UP')¶ Move the active material up/down in the list
Parameters: direction (enum in [‘UP’, ‘DOWN’], (optional)) – Direction, Direction to move, UP or DOWN
-
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’, ‘POSE’, ‘SCULPT’, ‘VERTEX_PAINT’, ‘WEIGHT_PAINT’, ‘TEXTURE_PAINT’, ‘PARTICLE_EDIT’], (optional)) – Mode
- toggle (boolean, (optional)) – Toggle
-
bpy.ops.object.
modifier_add
(type='SUBSURF')¶ Add a modifier to the active object
Parameters: type (enum in [‘DATA_TRANSFER’, ‘MESH_CACHE’, ‘NORMAL_EDIT’, ‘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’, ‘WIREFRAME’, ‘ARMATURE’, ‘CAST’, ‘CORRECTIVE_SMOOTH’, ‘CURVE’, ‘DISPLACE’, ‘HOOK’, ‘LAPLACIANSMOOTH’, ‘LAPLACIANDEFORM’, ‘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
DATA_TRANSFER
Data Transfer.MESH_CACHE
Mesh Cache.NORMAL_EDIT
Normal Edit.UV_PROJECT
UV Project.UV_WARP
UV Warp.VERTEX_WEIGHT_EDIT
Vertex Weight Edit.VERTEX_WEIGHT_MIX
Vertex Weight Mix.VERTEX_WEIGHT_PROXIMITY
Vertex Weight Proximity.ARRAY
Array.BEVEL
Bevel.BOOLEAN
Boolean.BUILD
Build.DECIMATE
Decimate.EDGE_SPLIT
Edge Split.MASK
Mask.MIRROR
Mirror.MULTIRES
Multiresolution.REMESH
Remesh.SCREW
Screw.SKIN
Skin.SOLIDIFY
Solidify.SUBSURF
Subdivision Surface.TRIANGULATE
Triangulate.WIREFRAME
Wireframe, Generate a wireframe on the edges of a mesh.ARMATURE
Armature.CAST
Cast.CORRECTIVE_SMOOTH
Corrective Smooth.CURVE
Curve.DISPLACE
Displace.HOOK
Hook.LAPLACIANSMOOTH
Laplacian Smooth.LAPLACIANDEFORM
Laplacian Deform.LATTICE
Lattice.MESH_DEFORM
Mesh Deform.SHRINKWRAP
Shrinkwrap.SIMPLE_DEFORM
Simple Deform.SMOOTH
Smooth.WARP
Warp.WAVE
Wave.CLOTH
Cloth.COLLISION
Collision.DYNAMIC_PAINT
Dynamic Paint.EXPLODE
Explode.FLUID_SIMULATION
Fluid Simulation.OCEAN
Ocean.PARTICLE_INSTANCE
Particle Instance.PARTICLE_SYSTEM
Particle System.SMOKE
Smoke.SOFT_BODY
Soft Body.SURFACE
Surface.
-
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
- apply_as (enum in [‘DATA’, ‘SHAPE’], (optional)) –
-
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
- type (enum in [‘GEOMETRY_ORIGIN’, ‘ORIGIN_GEOMETRY’, ‘ORIGIN_CURSOR’, ‘ORIGIN_CENTER_OF_MASS’], (optional)) –
-
bpy.ops.object.
parent_clear
(type='CLEAR')¶ Clear the object’s parenting
Parameters: type (enum in [‘CLEAR’, ‘CLEAR_KEEP_TRANSFORM’, ‘CLEAR_INVERSE’], (optional)) – Type
CLEAR
Clear Parent, Completely clear the parenting relationship, including involved modifiers is any.CLEAR_KEEP_TRANSFORM
Clear and Keep Transformation, As ‘Clear Parent’, but keep the current visual transformations of the object.CLEAR_INVERSE
Clear Parent Inverse, Reset the transform corrections applied to the parenting relationship, does not remove parenting itself.
-
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:
-
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:
-
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:
-
bpy.ops.object.
quick_smoke
(style='SMOKE', show_flows=False)¶ Undocumented
Parameters: - style (enum in [‘SMOKE’, ‘FIRE’, ‘BOTH’], (optional)) – Smoke Style
- show_flows (boolean, (optional)) – Render Smoke Objects, Keep the smoke objects visible during rendering
File:
-
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:
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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.
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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
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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:122
-
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’], (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.
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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:
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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
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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
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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:
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bpy.ops.object.
select_random
(percent=50.0, action='SELECT')¶ Set select on random visible objects
Parameters: - percent (float in [0, 100], (optional)) – Percent, Percentage of objects to select randomly
- action (enum in [‘SELECT’, ‘DESELECT’], (optional)) –
Action, Selection action to execute
SELECT
Select, Select all elements.DESELECT
Deselect, Deselect all elements.
-
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)
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bpy.ops.object.
shape_key_move
(type='TOP')¶ Move the active shape key up/down in the list
Parameters: type (enum in [‘TOP’, ‘UP’, ‘DOWN’, ‘BOTTOM’], (optional)) – Type
TOP
Top, Top of the list.UP
Up.DOWN
Down.BOTTOM
Bottom, Bottom of the list.
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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: - mode (enum in [‘OFFSET’, ‘RELATIVE_FACE’, ‘RELATIVE_EDGE’], (optional)) –
-
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
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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.
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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:
-
bpy.ops.object.
text_add
(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 a text object to the scene
Parameters: - 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.
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, using various methods/constraints
Parameters: type (enum in [‘DAMPTRACK’, ‘TRACKTO’, ‘LOCKTRACK’], (optional)) – Type
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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
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bpy.ops.object.
unlink_data
()¶ Undocumented
-
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
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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 vertices which weight is below or equal to 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
()¶ Replace vertex groups of all users of the same geometry data by vertex groups of active object
-
bpy.ops.object.
vertex_group_copy_to_selected
()¶ Replace vertex groups of selected objects by vertex groups of active object
-
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
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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.
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bpy.ops.object.
vertex_group_mirror
(mirror_weights=True, flip_group_names=True, all_groups=False, use_topology=False)¶ Mirror vertex group, 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
(group_select_mode='', lock_active=True)¶ Normalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0
Parameters: - group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used
- lock_active (boolean, (optional)) – Lock Active, Keep the values of the active group while normalizing others
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bpy.ops.object.
vertex_group_quantize
(group_select_mode='', steps=4)¶ Set weights to a fixed number of steps
Parameters: - group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used
- steps (int in [1, 1000], (optional)) – Steps, Number of steps between 0 and 1
-
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_type='NAME')¶ Sort vertex groups
Parameters: sort_type (enum in [‘NAME’, ‘BONE_HIERARCHY’], (optional)) – Sort type, Sort type
-
bpy.ops.object.
vertex_parent_set
()¶ Parent selected objects to the selected vertices
-
bpy.ops.object.
vertex_random
(offset=0.1, uniform=0.0, normal=0.0, seed=0)¶ Randomize vertices
Parameters: - offset (float in [-inf, inf], (optional)) – Amount, Distance to offset
- uniform (float in [0, 1], (optional)) – Uniform, Increase for uniform offset distance
- normal (float in [0, 1], (optional)) – normal, Align offset direction to normals
- seed (int in [0, 10000], (optional)) – Random Seed, Seed for the random number generator
-
bpy.ops.object.
vertex_warp
(warp_angle=6.28319, offset_angle=0.0, min=-1, max=1.0, viewmat=(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0), center=(0.0, 0.0, 0.0))¶ Warp vertices around the cursor
Parameters: - warp_angle (float in [-inf, inf], (optional)) – Warp Angle, Amount to warp about the cursor
- offset_angle (float in [-inf, inf], (optional)) – Offset Angle, Angle to use as the basis for warping
- min (float in [-inf, inf], (optional)) – Min
- max (float in [-inf, inf], (optional)) – Max
- viewmat (float array of 16 items in [-inf, inf], (optional)) – Matrix
- center (float array of 3 items in [-inf, inf], (optional)) – Center
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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
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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
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bpy.ops.object.
visual_transform_apply
()¶ Apply the object’s visual transformation to its data