Mesh Operators¶
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bpy.ops.mesh.
beautify_fill
(angle_limit=3.14159)¶ Rearrange some faces to try to get less degenerated geometry
Parameters: angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit
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bpy.ops.mesh.
bevel
(offset_type='OFFSET', offset=0.0, segments=1, profile=0.5, vertex_only=False, clamp_overlap=False, material=-1)¶ Edge Bevel
Parameters: - offset_type (enum in [‘OFFSET’, ‘WIDTH’, ‘DEPTH’, ‘PERCENT’], (optional)) –
Amount Type, What distance Amount measures
OFFSET
Offset, Amount is offset of new edges from original.WIDTH
Width, Amount is width of new face.DEPTH
Depth, Amount is perpendicular distance from original edge to bevel face.PERCENT
Percent, Amount is percent of adjacent edge length.
- offset (float in [-inf, inf], (optional)) – Amount
- segments (int in [1, 50], (optional)) – Segments, Segments for curved edge
- profile (float in [0.15, 1], (optional)) – Profile, Controls profile shape (0.5 = round)
- vertex_only (boolean, (optional)) – Vertex Only, Bevel only vertices
- clamp_overlap (boolean, (optional)) – Clamp Overlap, Do not allow beveled edges/vertices to overlap each other
- material (int in [-1, inf], (optional)) – Material, Material for bevel faces (-1 means use adjacent faces)
- offset_type (enum in [‘OFFSET’, ‘WIDTH’, ‘DEPTH’, ‘PERCENT’], (optional)) –
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bpy.ops.mesh.
bisect
(plane_co=(0.0, 0.0, 0.0), plane_no=(0.0, 0.0, 0.0), use_fill=False, clear_inner=False, clear_outer=False, threshold=0.0001, xstart=0, xend=0, ystart=0, yend=0, cursor=1002)¶ Cut geometry along a plane (click-drag to define plane)
Parameters: - plane_co (float array of 3 items in [-inf, inf], (optional)) – Plane Point, A point on the plane
- plane_no (float array of 3 items in [-inf, inf], (optional)) – Plane Normal, The direction the plane points
- use_fill (boolean, (optional)) – Fill, Fill in the cut
- clear_inner (boolean, (optional)) – Clear Inner, Remove geometry behind the plane
- clear_outer (boolean, (optional)) – Clear Outer, Remove geometry in front of the plane
- threshold (float in [0, 10], (optional)) – Axis Threshold
- xstart (int in [-inf, inf], (optional)) – X Start
- xend (int in [-inf, inf], (optional)) – X End
- ystart (int in [-inf, inf], (optional)) – Y Start
- yend (int in [-inf, inf], (optional)) – Y End
- cursor (int in [0, inf], (optional)) – Cursor, Mouse cursor style to use during the modal operator
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bpy.ops.mesh.
blend_from_shape
(shape='', blend=1.0, add=True)¶ Blend in shape from a shape key
Parameters: - shape (enum in [], (optional)) – Shape, Shape key to use for blending
- blend (float in [-inf, inf], (optional)) – Blend, Blending factor
- add (boolean, (optional)) – Add, Add rather than blend between shapes
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bpy.ops.mesh.
bridge_edge_loops
(type='SINGLE', use_merge=False, merge_factor=0.5, twist_offset=0, number_cuts=0, interpolation='PATH', smoothness=1.0, profile_shape_factor=0.0, profile_shape='SMOOTH')¶ Make faces between two or more edge loops
Parameters: - type (enum in [‘SINGLE’, ‘CLOSED’, ‘PAIRS’], (optional)) – Connect Loops, Method of bridging multiple loops
- use_merge (boolean, (optional)) – Merge, Merge rather than creating faces
- merge_factor (float in [0, 1], (optional)) – Merge Factor
- twist_offset (int in [-1000, 1000], (optional)) – Twist, Twist offset for closed loops
- number_cuts (int in [0, inf], (optional)) – Number of Cuts
- interpolation (enum in [‘LINEAR’, ‘PATH’, ‘SURFACE’], (optional)) – Interpolation, Interpolation method
- smoothness (float in [0, inf], (optional)) – Smoothness, Smoothness factor
- profile_shape_factor (float in [-inf, inf], (optional)) – Profile Factor
- profile_shape (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’], (optional)) –
Profile Shape, Shape of the profile
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.
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bpy.ops.mesh.
colors_reverse
()¶ Flip direction of vertex colors inside faces
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bpy.ops.mesh.
colors_rotate
(use_ccw=False)¶ Rotate vertex colors inside faces
Parameters: use_ccw (boolean, (optional)) – Counter Clockwise
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bpy.ops.mesh.
convex_hull
(delete_unused=True, use_existing_faces=True, make_holes=False, join_triangles=True, face_threshold=0.698132, shape_threshold=0.698132, uvs=False, vcols=False, seam=False, sharp=False, materials=False)¶ Enclose selected vertices in a convex polyhedron
Parameters: - delete_unused (boolean, (optional)) – Delete Unused, Delete selected elements that are not used by the hull
- use_existing_faces (boolean, (optional)) – Use Existing Faces, Skip hull triangles that are covered by a pre-existing face
- make_holes (boolean, (optional)) – Make Holes, Delete selected faces that are used by the hull
- join_triangles (boolean, (optional)) – Join Triangles, Merge adjacent triangles into quads
- face_threshold (float in [0, 3.14159], (optional)) – Max Face Angle, Face angle limit
- shape_threshold (float in [0, 3.14159], (optional)) – Max Shape Angle, Shape angle limit
- uvs (boolean, (optional)) – Compare UVs
- vcols (boolean, (optional)) – Compare VCols
- seam (boolean, (optional)) – Compare Seam
- sharp (boolean, (optional)) – Compare Sharp
- materials (boolean, (optional)) – Compare Materials
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bpy.ops.mesh.
customdata_custom_splitnormals_add
()¶ Add a custom split normals layer, if none exists yet
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bpy.ops.mesh.
customdata_custom_splitnormals_clear
()¶ Remove the custom split normals layer, if it exists
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bpy.ops.mesh.
customdata_mask_clear
()¶ Clear vertex sculpt masking data from the mesh
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bpy.ops.mesh.
customdata_skin_add
()¶ Add a vertex skin layer
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bpy.ops.mesh.
customdata_skin_clear
()¶ Clear vertex skin layer
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bpy.ops.mesh.
delete
(type='VERT')¶ Delete selected vertices, edges or faces
Parameters: type (enum in [‘VERT’, ‘EDGE’, ‘FACE’, ‘EDGE_FACE’, ‘ONLY_FACE’], (optional)) – Type, Method used for deleting mesh data
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bpy.ops.mesh.
delete_edgeloop
(use_face_split=True)¶ Delete an edge loop by merging the faces on each side
Parameters: use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
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bpy.ops.mesh.
delete_loose
(use_verts=True, use_edges=True, use_faces=False)¶ Delete loose vertices, edges or faces
Parameters: - use_verts (boolean, (optional)) – Vertices, Remove loose vertices
- use_edges (boolean, (optional)) – Edges, Remove loose edges
- use_faces (boolean, (optional)) – Faces, Remove loose faces
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bpy.ops.mesh.
dissolve_degenerate
(threshold=0.0001)¶ Dissolve zero area faces and zero length edges
Parameters: threshold (float in [1e-06, 50], (optional)) – Merge Distance, Minimum distance between elements to merge
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bpy.ops.mesh.
dissolve_edges
(use_verts=True, use_face_split=False)¶ Dissolve edges, merging faces
Parameters: - use_verts (boolean, (optional)) – Dissolve Verts, Dissolve remaining vertices
- use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
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bpy.ops.mesh.
dissolve_faces
(use_verts=False)¶ Dissolve faces
Parameters: use_verts (boolean, (optional)) – Dissolve Verts, Dissolve remaining vertices
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bpy.ops.mesh.
dissolve_limited
(angle_limit=0.0872665, use_dissolve_boundaries=False, delimit={})¶ Dissolve selected edges and verts, limited by the angle of surrounding geometry
Parameters: - angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit
- use_dissolve_boundaries (boolean, (optional)) – All Boundaries, Dissolve all vertices inbetween face boundaries
- delimit (enum set in {‘NORMAL’, ‘MATERIAL’, ‘SEAM’, ‘SHARP’, ‘UV’}, (optional)) –
Delimit, Delimit dissolve operation
NORMAL
Normal, Delimit by face directions.MATERIAL
Material, Delimit by face material.SEAM
Seam, Delimit by edge seams.SHARP
Sharp, Delimit by sharp edges.UV
UVs, Delimit by UV coordinates.
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bpy.ops.mesh.
dissolve_mode
(use_verts=False, use_face_split=False, use_boundary_tear=False)¶ Dissolve geometry based on the selection mode
Parameters: - use_verts (boolean, (optional)) – Dissolve Verts, Dissolve remaining vertices
- use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
- use_boundary_tear (boolean, (optional)) – Tear Boundary, Split off face corners instead of merging faces
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bpy.ops.mesh.
dissolve_verts
(use_face_split=False, use_boundary_tear=False)¶ Dissolve verts, merge edges and faces
Parameters: - use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
- use_boundary_tear (boolean, (optional)) – Tear Boundary, Split off face corners instead of merging faces
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bpy.ops.mesh.
drop_named_image
(name="Image", filepath="Path", relative_path=True)¶ Assign Image to active UV Map, or create an UV Map
Parameters: - name (string, (optional, never None)) – Name, Image name to assign
- filepath (string, (optional, never None)) – Filepath, Path to image file
- relative_path (boolean, (optional)) – Relative Path, Select the file relative to the blend file
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bpy.ops.mesh.
dupli_extrude_cursor
(rotate_source=True)¶ Duplicate and extrude selected vertices, edges or faces towards the mouse cursor
Parameters: rotate_source (boolean, (optional)) – Rotate Source, Rotate initial selection giving better shape
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bpy.ops.mesh.
duplicate
(mode=1)¶ Duplicate selected vertices, edges or faces
Parameters: mode (int in [0, inf], (optional)) – Mode
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bpy.ops.mesh.
duplicate_move
(MESH_OT_duplicate=None, TRANSFORM_OT_translate=None)¶ Duplicate mesh and move
Parameters: - MESH_OT_duplicate (
MESH_OT_duplicate
, (optional)) – Duplicate, Duplicate selected vertices, edges or faces - TRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Translate, Translate (move) selected items
- MESH_OT_duplicate (
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bpy.ops.mesh.
edge_collapse
()¶ Collapse selected edges
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bpy.ops.mesh.
edge_face_add
()¶ Add an edge or face to selected
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bpy.ops.mesh.
edge_rotate
(use_ccw=False)¶ Rotate selected edge or adjoining faces
Parameters: use_ccw (boolean, (optional)) – Counter Clockwise
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bpy.ops.mesh.
edge_split
()¶ Split selected edges so that each neighbor face gets its own copy
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bpy.ops.mesh.
edgering_select
(extend=False, deselect=False, toggle=False, ring=True)¶ Select an edge ring
Parameters: - extend (boolean, (optional)) – Extend, Extend the selection
- deselect (boolean, (optional)) – Deselect, Remove from the selection
- toggle (boolean, (optional)) – Toggle Select, Toggle the selection
- ring (boolean, (optional)) – Select Ring, Select ring
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bpy.ops.mesh.
edges_select_sharp
(sharpness=0.523599)¶ Select all sharp-enough edges
Parameters: sharpness (float in [0.000174533, 3.14159], (optional)) – Sharpness
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bpy.ops.mesh.
extrude_edges_indiv
(mirror=False)¶ Extrude individual edges only
Parameters: mirror (boolean, (optional)) – Mirror Editing
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bpy.ops.mesh.
extrude_edges_move
(MESH_OT_extrude_edges_indiv=None, TRANSFORM_OT_translate=None)¶ Extrude edges and move result
Parameters: - MESH_OT_extrude_edges_indiv (
MESH_OT_extrude_edges_indiv
, (optional)) – Extrude Only Edges, Extrude individual edges only - TRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Translate, Translate (move) selected items
- MESH_OT_extrude_edges_indiv (
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bpy.ops.mesh.
extrude_faces_indiv
(mirror=False)¶ Extrude individual faces only
Parameters: mirror (boolean, (optional)) – Mirror Editing
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bpy.ops.mesh.
extrude_faces_move
(MESH_OT_extrude_faces_indiv=None, TRANSFORM_OT_shrink_fatten=None)¶ Extrude faces and move result
Parameters: - MESH_OT_extrude_faces_indiv (
MESH_OT_extrude_faces_indiv
, (optional)) – Extrude Individual Faces, Extrude individual faces only - TRANSFORM_OT_shrink_fatten (
TRANSFORM_OT_shrink_fatten
, (optional)) – Shrink/Fatten, Shrink/fatten selected vertices along normals
- MESH_OT_extrude_faces_indiv (
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bpy.ops.mesh.
extrude_region
(mirror=False)¶ Extrude region of faces
Parameters: mirror (boolean, (optional)) – Mirror Editing
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bpy.ops.mesh.
extrude_region_move
(MESH_OT_extrude_region=None, TRANSFORM_OT_translate=None)¶ Extrude region and move result
Parameters: - MESH_OT_extrude_region (
MESH_OT_extrude_region
, (optional)) – Extrude Region, Extrude region of faces - TRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Translate, Translate (move) selected items
- MESH_OT_extrude_region (
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bpy.ops.mesh.
extrude_region_shrink_fatten
(MESH_OT_extrude_region=None, TRANSFORM_OT_shrink_fatten=None)¶ Extrude region and move result
Parameters: - MESH_OT_extrude_region (
MESH_OT_extrude_region
, (optional)) – Extrude Region, Extrude region of faces - TRANSFORM_OT_shrink_fatten (
TRANSFORM_OT_shrink_fatten
, (optional)) – Shrink/Fatten, Shrink/fatten selected vertices along normals
- MESH_OT_extrude_region (
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bpy.ops.mesh.
extrude_repeat
(offset=2.0, steps=10)¶ Extrude selected vertices, edges or faces repeatedly
Parameters: - offset (float in [0, inf], (optional)) – Offset
- steps (int in [0, inf], (optional)) – Steps
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bpy.ops.mesh.
extrude_vertices_move
(MESH_OT_extrude_verts_indiv=None, TRANSFORM_OT_translate=None)¶ Extrude vertices and move result
Parameters: - MESH_OT_extrude_verts_indiv (
MESH_OT_extrude_verts_indiv
, (optional)) – Extrude Only Vertices, Extrude individual vertices only - TRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Translate, Translate (move) selected items
- MESH_OT_extrude_verts_indiv (
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bpy.ops.mesh.
extrude_verts_indiv
(mirror=False)¶ Extrude individual vertices only
Parameters: mirror (boolean, (optional)) – Mirror Editing
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bpy.ops.mesh.
face_split_by_edges
()¶ Split faces by loose edges
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bpy.ops.mesh.
faces_mirror_uv
(direction='POSITIVE', precision=3)¶ Copy mirror UV coordinates on the X axis based on a mirrored mesh
Parameters: - direction (enum in [‘POSITIVE’, ‘NEGATIVE’], (optional)) – Axis Direction
- precision (int in [1, 16], (optional)) – Precision, Tolerance for finding vertex duplicates
File:
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bpy.ops.mesh.
faces_select_linked_flat
(sharpness=0.0174533)¶ Select linked faces by angle
Parameters: sharpness (float in [0.000174533, 3.14159], (optional)) – Sharpness
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bpy.ops.mesh.
faces_shade_flat
()¶ Display faces flat
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bpy.ops.mesh.
faces_shade_smooth
()¶ Display faces smooth (using vertex normals)
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bpy.ops.mesh.
fill
(use_beauty=True)¶ Fill a selected edge loop with faces
Parameters: use_beauty (boolean, (optional)) – Beauty, Use best triangulation division
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bpy.ops.mesh.
fill_grid
(span=1, offset=0, use_interp_simple=False)¶ Fill grid from two loops
Parameters: - span (int in [1, inf], (optional)) – Span, Number of sides (zero disables)
- offset (int in [-inf, inf], (optional)) – Offset, Number of sides (zero disables)
- use_interp_simple (boolean, (optional)) – Simple Blending
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bpy.ops.mesh.
fill_holes
(sides=4)¶ Fill in holes (boundary edge loops)
Parameters: sides (int in [0, inf], (optional)) – Sides, Number of sides in hole required to fill (zero fills all holes)
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bpy.ops.mesh.
flip_normals
()¶ Flip the direction of selected faces’ normals (and of their vertices)
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bpy.ops.mesh.
hide
(unselected=False)¶ Hide (un)selected vertices, edges or faces
Parameters: unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected
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bpy.ops.mesh.
inset
(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_edge_rail=False, thickness=0.01, depth=0.0, use_outset=False, use_select_inset=False, use_individual=False, use_interpolate=True)¶ Inset new faces into selected faces
Parameters: - use_boundary (boolean, (optional)) – Boundary, Inset face boundaries
- use_even_offset (boolean, (optional)) – Offset Even, Scale the offset to give more even thickness
- use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
- use_edge_rail (boolean, (optional)) – Edge Rail, Inset the region along existing edges
- thickness (float in [0, inf], (optional)) – Thickness
- depth (float in [-inf, inf], (optional)) – Depth
- use_outset (boolean, (optional)) – Outset, Outset rather than inset
- use_select_inset (boolean, (optional)) – Select Outer, Select the new inset faces
- use_individual (boolean, (optional)) – Individual, Individual Face Inset
- use_interpolate (boolean, (optional)) – Interpolate, Blend face data across the inset
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bpy.ops.mesh.
intersect
(mode='SELECT_UNSELECT', use_separate=True, threshold=1e-06)¶ Cut an intersection into faces
Parameters: - mode (enum in [‘SELECT’, ‘SELECT_UNSELECT’], (optional)) –
Source
SELECT
Self Intersect, Self intersect selected faces.SELECT_UNSELECT
Selected/Unselected, Intersect selected with unselected faces.
- use_separate (boolean, (optional)) – Separate
- threshold (float in [0, 0.01], (optional)) – Merge threshold
- mode (enum in [‘SELECT’, ‘SELECT_UNSELECT’], (optional)) –
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bpy.ops.mesh.
knife_project
(cut_through=False)¶ Use other objects outlines & boundaries to project knife cuts
Parameters: cut_through (boolean, (optional)) – Cut through, Cut through all faces, not just visible ones
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bpy.ops.mesh.
knife_tool
(use_occlude_geometry=True, only_selected=False)¶ Cut new topology
Parameters: - use_occlude_geometry (boolean, (optional)) – Occlude Geometry, Only cut the front most geometry
- only_selected (boolean, (optional)) – Only Selected, Only cut selected geometry
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bpy.ops.mesh.
loop_multi_select
(ring=False)¶ Select a loop of connected edges by connection type
Parameters: ring (boolean, (optional)) – Ring
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bpy.ops.mesh.
loop_select
(extend=False, deselect=False, toggle=False, ring=False)¶ Select a loop of connected edges
Parameters: - extend (boolean, (optional)) – Extend Select, Extend the selection
- deselect (boolean, (optional)) – Deselect, Remove from the selection
- toggle (boolean, (optional)) – Toggle Select, Toggle the selection
- ring (boolean, (optional)) – Select Ring, Select ring
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bpy.ops.mesh.
loop_to_region
(select_bigger=False)¶ Select region of faces inside of a selected loop of edges
Parameters: select_bigger (boolean, (optional)) – Select Bigger, Select bigger regions instead of smaller ones
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bpy.ops.mesh.
loopcut
(number_cuts=1, smoothness=0.0, falloff='INVERSE_SQUARE', edge_index=-1, mesh_select_mode_init=(False, False, False))¶ Add a new loop between existing loops
Parameters: - number_cuts (int in [1, inf], (optional)) – Number of Cuts
- smoothness (float in [-inf, inf], (optional)) – Smoothness, Smoothness factor
- falloff (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’], (optional)) –
Falloff, Falloff type the feather
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.
- edge_index (int in [-1, inf], (optional)) – Number of Cuts
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bpy.ops.mesh.
loopcut_slide
(MESH_OT_loopcut=None, TRANSFORM_OT_edge_slide=None)¶ Cut mesh loop and slide it
Parameters: - MESH_OT_loopcut (
MESH_OT_loopcut
, (optional)) – Loop Cut, Add a new loop between existing loops - TRANSFORM_OT_edge_slide (
TRANSFORM_OT_edge_slide
, (optional)) – Edge Slide, Slide an edge loop along a mesh
- MESH_OT_loopcut (
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bpy.ops.mesh.
mark_seam
(clear=False)¶ (Un)mark selected edges as a seam
Parameters: clear (boolean, (optional)) – Clear
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bpy.ops.mesh.
mark_sharp
(clear=False, use_verts=False)¶ (Un)mark selected edges as sharp
Parameters: - clear (boolean, (optional)) – Clear
- use_verts (boolean, (optional)) – Vertices, Consider vertices instead of edges to select which edges to (un)tag as sharp
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bpy.ops.mesh.
merge
(type='CENTER', uvs=False)¶ Merge selected vertices
Parameters: - type (enum in [‘FIRST’, ‘LAST’, ‘CENTER’, ‘CURSOR’, ‘COLLAPSE’], (optional)) – Type, Merge method to use
- uvs (boolean, (optional)) – UVs, Move UVs according to merge
Remove navmesh data from this mesh
Add a new index and assign it to selected faces
Copy the index from the active face
Create navigation mesh for selected objects
Assign a new index to every face
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bpy.ops.mesh.
noise
(factor=0.1)¶ Use vertex coordinate as texture coordinate
Parameters: factor (float in [-inf, inf], (optional)) – Factor
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bpy.ops.mesh.
normals_make_consistent
(inside=False)¶ Make face and vertex normals point either outside or inside the mesh
Parameters: inside (boolean, (optional)) – Inside
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bpy.ops.mesh.
poke
(offset=0.0, use_relative_offset=False, center_mode='MEAN_WEIGHTED')¶ Split a face into a fan
Parameters: - offset (float in [-inf, inf], (optional)) – Poke Offset, Poke Offset
- use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
- center_mode (enum in [‘MEAN_WEIGHTED’, ‘MEAN’, ‘BOUNDS’], (optional)) –
Poke Center, Poke Face Center Calculation
MEAN_WEIGHTED
Weighted Mean, Weighted Mean Face Center.MEAN
Mean, Mean Face Center.BOUNDS
Bounds, Face Bounds Center.
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bpy.ops.mesh.
primitive_circle_add
(vertices=32, radius=1.0, fill_type='NOTHING', view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))¶ Construct a circle mesh
Parameters: - vertices (int in [3, inf], (optional)) – Vertices
- radius (float in [0, inf], (optional)) – Radius
- fill_type (enum in [‘NOTHING’, ‘NGON’, ‘TRIFAN’], (optional)) –
Fill Type
NOTHING
Nothing, Don’t fill at all.NGON
Ngon, Use ngons.TRIFAN
Triangle Fan, Use triangle fans.
- view_align (boolean, (optional)) – Align to View, Align the new object to the view
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
- rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
- layers (boolean array of 20 items, (optional)) – Layer
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bpy.ops.mesh.
primitive_cone_add
(vertices=32, radius1=1.0, radius2=0.0, depth=2.0, end_fill_type='NGON', view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))¶ Construct a conic mesh
Parameters: - vertices (int in [3, inf], (optional)) – Vertices
- radius1 (float in [0, inf], (optional)) – Radius 1
- radius2 (float in [0, inf], (optional)) – Radius 2
- depth (float in [0, inf], (optional)) – Depth
- end_fill_type (enum in [‘NOTHING’, ‘NGON’, ‘TRIFAN’], (optional)) –
Base Fill Type
NOTHING
Nothing, Don’t fill at all.NGON
Ngon, Use ngons.TRIFAN
Triangle Fan, Use triangle fans.
- view_align (boolean, (optional)) – Align to View, Align the new object to the view
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
- rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
- layers (boolean array of 20 items, (optional)) – Layer
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bpy.ops.mesh.
primitive_cube_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))¶ Construct a cube mesh
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.mesh.
primitive_cylinder_add
(vertices=32, radius=1.0, depth=2.0, end_fill_type='NGON', view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))¶ Construct a cylinder mesh
Parameters: - vertices (int in [3, inf], (optional)) – Vertices
- radius (float in [0, inf], (optional)) – Radius
- depth (float in [0, inf], (optional)) – Depth
- end_fill_type (enum in [‘NOTHING’, ‘NGON’, ‘TRIFAN’], (optional)) –
Cap Fill Type
NOTHING
Nothing, Don’t fill at all.NGON
Ngon, Use ngons.TRIFAN
Triangle Fan, Use triangle fans.
- view_align (boolean, (optional)) – Align to View, Align the new object to the view
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
- rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
- layers (boolean array of 20 items, (optional)) – Layer
-
bpy.ops.mesh.
primitive_grid_add
(x_subdivisions=10, y_subdivisions=10, 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))¶ Construct a grid mesh
Parameters: - x_subdivisions (int in [2, inf], (optional)) – X Subdivisions
- y_subdivisions (int in [2, inf], (optional)) – Y Subdivisions
- 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.mesh.
primitive_ico_sphere_add
(subdivisions=2, size=1.0, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))¶ Construct an Icosphere mesh
Parameters: - subdivisions (int in [1, inf], (optional)) – Subdivisions
- size (float in [0, inf], (optional)) – Size
- view_align (boolean, (optional)) – Align to View, Align the new object to the view
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
- rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
- layers (boolean array of 20 items, (optional)) – Layer
-
bpy.ops.mesh.
primitive_monkey_add
(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))¶ Construct a Suzanne mesh
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.mesh.
primitive_plane_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))¶ Construct a filled planar mesh with 4 vertices
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.mesh.
primitive_torus_add
(location=(0.0, 0.0, 0.0), view_align=False, rotation=(0.0, 0.0, 0.0), major_segments=48, minor_segments=12, mode='MAJOR_MINOR', major_radius=1.0, minor_radius=0.25, abso_major_rad=1.25, abso_minor_rad=0.75)¶ Add a torus mesh
Parameters: - location (float array of 3 items in [-inf, inf], (optional)) – Location
- view_align (boolean, (optional)) – Align to View
- rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation
- major_segments (int in [3, 256], (optional)) – Major Segments, Number of segments for the main ring of the torus
- minor_segments (int in [3, 256], (optional)) – Minor Segments, Number of segments for the minor ring of the torus
- mode (enum in [‘MAJOR_MINOR’, ‘EXT_INT’], (optional)) –
Torus Dimensions
MAJOR_MINOR
Major/Minor, Use the major/minor radii for torus dimensions.EXT_INT
Exterior/Interior, Use the exterior/interior radii for torus dimensions.
- major_radius (float in [0.01, 100], (optional)) – Major Radius, Radius from the origin to the center of the cross sections
- minor_radius (float in [0.01, 100], (optional)) – Minor Radius, Radius of the torus’ cross section
- abso_major_rad (float in [0.01, 100], (optional)) – Exterior Radius, Total Exterior Radius of the torus
- abso_minor_rad (float in [0.01, 100], (optional)) – Interior Radius, Total Interior Radius of the torus
File:
-
bpy.ops.mesh.
primitive_uv_sphere_add
(segments=32, ring_count=16, size=1.0, view_align=False, enter_editmode=False, location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))¶ Construct a UV sphere mesh
Parameters: - segments (int in [3, inf], (optional)) – Segments
- ring_count (int in [3, inf], (optional)) – Rings
- size (float in [0, inf], (optional)) – Size
- view_align (boolean, (optional)) – Align to View, Align the new object to the view
- enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode when adding this object
- location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
- rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
- layers (boolean array of 20 items, (optional)) – Layer
-
bpy.ops.mesh.
quads_convert_to_tris
(quad_method='BEAUTY', ngon_method='BEAUTY')¶ Triangulate selected faces
Parameters: - quad_method (enum in [‘BEAUTY’, ‘FIXED’, ‘FIXED_ALTERNATE’, ‘SHORTEST_DIAGONAL’], (optional)) –
Quad Method, Method for splitting the quads into triangles
BEAUTY
Beauty , Split the quads in nice triangles, slower method.FIXED
Fixed, Split the quads on the first and third vertices.FIXED_ALTERNATE
Fixed Alternate, Split the quads on the 2nd and 4th vertices.SHORTEST_DIAGONAL
Shortest Diagonal, Split the quads based on the distance between the vertices.
- ngon_method (enum in [‘BEAUTY’, ‘CLIP’], (optional)) –
Polygon Method, Method for splitting the polygons into triangles
BEAUTY
Beauty, Arrange the new triangles evenly (slow).CLIP
Clip, Split the polygons with an ear clipping algorithm.
- quad_method (enum in [‘BEAUTY’, ‘FIXED’, ‘FIXED_ALTERNATE’, ‘SHORTEST_DIAGONAL’], (optional)) –
-
bpy.ops.mesh.
region_to_loop
()¶ Select boundary edges around the selected faces
-
bpy.ops.mesh.
remove_doubles
(threshold=0.0001, use_unselected=False)¶ Remove duplicate vertices
Parameters: - threshold (float in [1e-06, 50], (optional)) – Merge Distance, Minimum distance between elements to merge
- use_unselected (boolean, (optional)) – Unselected, Merge selected to other unselected vertices
-
bpy.ops.mesh.
reveal
()¶ Reveal all hidden vertices, edges and faces
-
bpy.ops.mesh.
rip
(mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, release_confirm=False, use_fill=False)¶ Disconnect vertex or edges from connected geometry
Parameters: - mirror (boolean, (optional)) – Mirror Editing
- proportional (enum in [‘DISABLED’, ‘ENABLED’, ‘PROJECTED’, ‘CONNECTED’], (optional)) –
Proportional Editing
DISABLED
Disable, Proportional Editing disabled.ENABLED
Enable, Proportional Editing enabled.PROJECTED
Projected (2D), Proportional Editing using screen space locations.CONNECTED
Connected, Proportional Editing using connected geometry only.
- proportional_edit_falloff (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’, ‘CONSTANT’, ‘RANDOM’], (optional)) –
Proportional Editing Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.CONSTANT
Constant, Constant falloff.RANDOM
Random, Random falloff.
- proportional_size (float in [1e-05, inf], (optional)) – Proportional Size
- release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
- use_fill (boolean, (optional)) – Fill, Fill the ripped region
-
bpy.ops.mesh.
rip_edge
(mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1.0, release_confirm=False)¶ Extend vertices along the edge closest to the cursor
Parameters: - mirror (boolean, (optional)) – Mirror Editing
- proportional (enum in [‘DISABLED’, ‘ENABLED’, ‘PROJECTED’, ‘CONNECTED’], (optional)) –
Proportional Editing
DISABLED
Disable, Proportional Editing disabled.ENABLED
Enable, Proportional Editing enabled.PROJECTED
Projected (2D), Proportional Editing using screen space locations.CONNECTED
Connected, Proportional Editing using connected geometry only.
- proportional_edit_falloff (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’, ‘CONSTANT’, ‘RANDOM’], (optional)) –
Proportional Editing Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.CONSTANT
Constant, Constant falloff.RANDOM
Random, Random falloff.
- proportional_size (float in [1e-05, inf], (optional)) – Proportional Size
- release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
-
bpy.ops.mesh.
rip_edge_move
(MESH_OT_rip_edge=None, TRANSFORM_OT_translate=None)¶ Extend vertices and move the result
Parameters: - MESH_OT_rip_edge (
MESH_OT_rip_edge
, (optional)) – Extend Vertices, Extend vertices along the edge closest to the cursor - TRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Translate, Translate (move) selected items
- MESH_OT_rip_edge (
-
bpy.ops.mesh.
rip_move
(MESH_OT_rip=None, TRANSFORM_OT_translate=None)¶ Rip polygons and move the result
Parameters: - MESH_OT_rip (
MESH_OT_rip
, (optional)) – Rip, Disconnect vertex or edges from connected geometry - TRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Translate, Translate (move) selected items
- MESH_OT_rip (
-
bpy.ops.mesh.
rip_move_fill
(MESH_OT_rip=None, TRANSFORM_OT_translate=None)¶ Rip-fill polygons and move the result
Parameters: - MESH_OT_rip (
MESH_OT_rip
, (optional)) – Rip, Disconnect vertex or edges from connected geometry - TRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Translate, Translate (move) selected items
- MESH_OT_rip (
-
bpy.ops.mesh.
screw
(steps=9, turns=1, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 0.0))¶ Extrude selected vertices in screw-shaped rotation around the cursor in indicated viewport
Parameters: - steps (int in [1, inf], (optional)) – Steps, Steps
- turns (int in [1, inf], (optional)) – Turns, Turns
- center (float array of 3 items in [-inf, inf], (optional)) – Center, Center in global view space
- axis (float array of 3 items in [-inf, inf], (optional)) – Axis, Axis in global view space
-
bpy.ops.mesh.
select_all
(action='TOGGLE')¶ (De)select all vertices, edges or faces
Parameters: action (enum in [‘TOGGLE’, ‘SELECT’, ‘DESELECT’, ‘INVERT’], (optional)) – Action, Selection action to execute
TOGGLE
Toggle, Toggle selection for all elements.SELECT
Select, Select all elements.DESELECT
Deselect, Deselect all elements.INVERT
Invert, Invert selection of all elements.
-
bpy.ops.mesh.
select_axis
(mode='POSITIVE', axis='X_AXIS', threshold=0.0001)¶ Select all data in the mesh on a single axis
Parameters: - mode (enum in [‘POSITIVE’, ‘NEGATIVE’, ‘ALIGNED’], (optional)) – Axis Mode, Axis side to use when selecting
- axis (enum in [‘X_AXIS’, ‘Y_AXIS’, ‘Z_AXIS’], (optional)) – Axis, Select the axis to compare each vertex on
- threshold (float in [1e-06, 50], (optional)) – Threshold
-
bpy.ops.mesh.
select_face_by_sides
(number=4, type='EQUAL', extend=True)¶ Select vertices or faces by the number of polygon sides
Parameters: - number (int in [3, inf], (optional)) – Number of Vertices
- type (enum in [‘LESS’, ‘EQUAL’, ‘GREATER’, ‘NOTEQUAL’], (optional)) – Type, Type of comparison to make
- extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.mesh.
select_interior_faces
()¶ Select faces where all edges have more than 2 face users
-
bpy.ops.mesh.
select_less
(use_face_step=True)¶ Deselect vertices, edges or faces at the boundary of each selection region
Parameters: use_face_step (boolean, (optional)) – Face Step, Connected faces (instead of edges)
-
bpy.ops.mesh.
select_linked
(delimit={'SEAM'})¶ Select all vertices linked to the active mesh
Parameters: delimit (enum set in {‘NORMAL’, ‘MATERIAL’, ‘SEAM’, ‘SHARP’, ‘UV’}, (optional)) – Delimit, Delimit selected region
NORMAL
Normal, Delimit by face directions.MATERIAL
Material, Delimit by face material.SEAM
Seam, Delimit by edge seams.SHARP
Sharp, Delimit by sharp edges.UV
UVs, Delimit by UV coordinates.
-
bpy.ops.mesh.
select_linked_pick
(deselect=False, delimit={'SEAM'}, index=-1)¶ (De)select all vertices linked to the edge under the mouse cursor
Parameters: - deselect (boolean, (optional)) – Deselect
- delimit (enum set in {‘NORMAL’, ‘MATERIAL’, ‘SEAM’, ‘SHARP’, ‘UV’}, (optional)) –
Delimit, Delimit selected region
NORMAL
Normal, Delimit by face directions.MATERIAL
Material, Delimit by face material.SEAM
Seam, Delimit by edge seams.SHARP
Sharp, Delimit by sharp edges.UV
UVs, Delimit by UV coordinates.
-
bpy.ops.mesh.
select_loose
(extend=False)¶ Select loose geometry based on the selection mode
Parameters: extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.mesh.
select_mirror
(extend=False)¶ Select mesh items at mirrored locations
Parameters: extend (boolean, (optional)) – Extend, Extend the existing selection
-
bpy.ops.mesh.
select_mode
(use_extend=False, use_expand=False, type='VERT', action='TOGGLE')¶ Change selection mode
Parameters: - use_extend (boolean, (optional)) – Extend
- use_expand (boolean, (optional)) – Expand
- type (enum in [‘VERT’, ‘EDGE’, ‘FACE’], (optional)) – Type
- action (enum in [‘DISABLE’, ‘ENABLE’, ‘TOGGLE’], (optional)) –
Action, Selection action to execute
DISABLE
Disable, Disable selected markers.ENABLE
Enable, Enable selected markers.TOGGLE
Toggle, Toggle disabled flag for selected markers.
-
bpy.ops.mesh.
select_more
(use_face_step=True)¶ Select more vertices, edges or faces connected to initial selection
Parameters: use_face_step (boolean, (optional)) – Face Step, Connected faces (instead of edges)
-
bpy.ops.mesh.
select_next_loop
()¶ Select next edge loop adjacent to a selected loop
-
bpy.ops.mesh.
select_non_manifold
(extend=True, use_wire=True, use_boundary=True, use_multi_face=True, use_non_contiguous=True, use_verts=True)¶ Select all non-manifold vertices or edges
Parameters: - extend (boolean, (optional)) – Extend, Extend the selection
- use_wire (boolean, (optional)) – Wire, Wire edges
- use_boundary (boolean, (optional)) – Boundaries, Boundary edges
- use_multi_face (boolean, (optional)) – Multiple Faces, Edges shared by 3+ faces
- use_non_contiguous (boolean, (optional)) – Non Contiguous, Edges between faces pointing in alternate directions
- use_verts (boolean, (optional)) – Vertices, Vertices connecting multiple face regions
-
bpy.ops.mesh.
select_nth
(nth=2, skip=1, offset=0)¶ Deselect every Nth element starting from the active vertex, edge or face
Parameters: - nth (int in [2, inf], (optional)) – Nth Selection
- skip (int in [1, inf], (optional)) – Skip
- offset (int in [-inf, inf], (optional)) – Offset
-
bpy.ops.mesh.
select_random
(percent=50.0, action='SELECT')¶ Randomly select vertices
Parameters: - percent (float in [0, 100], (optional)) – Percent, Percentage of elements 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.mesh.
select_similar
(type='NORMAL', compare='EQUAL', threshold=0.0)¶ Select similar vertices, edges or faces by property types
Parameters: - type (enum in [‘NORMAL’, ‘FACE’, ‘VGROUP’, ‘EDGE’, ‘LENGTH’, ‘DIR’, ‘FACE’, ‘FACE_ANGLE’, ‘CREASE’, ‘BEVEL’, ‘SEAM’, ‘SHARP’, ‘MATERIAL’, ‘IMAGE’, ‘AREA’, ‘SIDES’, ‘PERIMETER’, ‘NORMAL’, ‘COPLANAR’, ‘SMOOTH’], (optional)) – Type
- compare (enum in [‘EQUAL’, ‘GREATER’, ‘LESS’], (optional)) – Compare
- threshold (float in [0, 1], (optional)) – Threshold
-
bpy.ops.mesh.
select_similar_region
()¶ Select similar face regions to the current selection
-
bpy.ops.mesh.
select_ungrouped
(extend=False)¶ Select vertices without a group
Parameters: extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.mesh.
separate
(type='SELECTED')¶ Separate selected geometry into a new mesh
Parameters: type (enum in [‘SELECTED’, ‘MATERIAL’, ‘LOOSE’], (optional)) – Type
-
bpy.ops.mesh.
shape_propagate_to_all
()¶ Apply selected vertex locations to all other shape keys
-
bpy.ops.mesh.
shortest_path_pick
(extend=False)¶ Select shortest path between two selections
Parameters: extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.mesh.
shortest_path_select
(use_length=True)¶ Selected vertex path between two vertices
Parameters: use_length (boolean, (optional)) – Length, Use length when measuring distance
-
bpy.ops.mesh.
solidify
(thickness=0.01)¶ Create a solid skin by extruding, compensating for sharp angles
Parameters: thickness (float in [-inf, inf], (optional)) – thickness
-
bpy.ops.mesh.
sort_elements
(type='VIEW_ZAXIS', elements={}, reverse=False, seed=0)¶ The order of selected vertices/edges/faces is modified, based on a given method
Parameters: - type (enum in [‘VIEW_ZAXIS’, ‘VIEW_XAXIS’, ‘CURSOR_DISTANCE’, ‘MATERIAL’, ‘SELECTED’, ‘RANDOMIZE’, ‘REVERSE’], (optional)) –
Type, Type of re-ordering operation to apply
VIEW_ZAXIS
View Z Axis, Sort selected elements from farthest to nearest one in current view.VIEW_XAXIS
View X Axis, Sort selected elements from left to right one in current view.CURSOR_DISTANCE
Cursor Distance, Sort selected elements from nearest to farthest from 3D cursor.MATERIAL
Material, Sort selected elements from smallest to greatest material index (faces only!).SELECTED
Selected, Move all selected elements in first places, preserving their relative order (WARNING: this will affect unselected elements’ indices as well!).RANDOMIZE
Randomize, Randomize order of selected elements.REVERSE
Reverse, Reverse current order of selected elements.
- elements (enum set in {‘VERT’, ‘EDGE’, ‘FACE’}, (optional)) – Elements, Which elements to affect (vertices, edges and/or faces)
- reverse (boolean, (optional)) – Reverse, Reverse the sorting effect
- seed (int in [0, inf], (optional)) – Seed, Seed for random-based operations
- type (enum in [‘VIEW_ZAXIS’, ‘VIEW_XAXIS’, ‘CURSOR_DISTANCE’, ‘MATERIAL’, ‘SELECTED’, ‘RANDOMIZE’, ‘REVERSE’], (optional)) –
-
bpy.ops.mesh.
spin
(steps=9, dupli=False, angle=1.5708, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 0.0))¶ Extrude selected vertices in a circle around the cursor in indicated viewport
Parameters: - steps (int in [0, inf], (optional)) – Steps, Steps
- dupli (boolean, (optional)) – Dupli, Make Duplicates
- angle (float in [-inf, inf], (optional)) – Angle, Angle
- center (float array of 3 items in [-inf, inf], (optional)) – Center, Center in global view space
- axis (float array of 3 items in [-inf, inf], (optional)) – Axis, Axis in global view space
-
bpy.ops.mesh.
split
()¶ Split off selected geometry from connected unselected geometry
-
bpy.ops.mesh.
subdivide
(number_cuts=1, smoothness=0.0, quadtri=False, quadcorner='STRAIGHT_CUT', fractal=0.0, fractal_along_normal=0.0, seed=0)¶ Subdivide selected edges
Parameters: - number_cuts (int in [1, inf], (optional)) – Number of Cuts
- smoothness (float in [0, inf], (optional)) – Smoothness, Smoothness factor
- quadtri (boolean, (optional)) – Quad/Tri Mode, Tries to prevent ngons
- quadcorner (enum in [‘INNERVERT’, ‘PATH’, ‘STRAIGHT_CUT’, ‘FAN’], (optional)) – Quad Corner Type, How to subdivide quad corners (anything other than Straight Cut will prevent ngons)
- fractal (float in [0, inf], (optional)) – Fractal, Fractal randomness factor
- fractal_along_normal (float in [0, 1], (optional)) – Along Normal, Apply fractal displacement along normal only
- seed (int in [0, 10000], (optional)) – Random Seed, Seed for the random number generator
-
bpy.ops.mesh.
subdivide_edgering
(number_cuts=10, interpolation='PATH', smoothness=1.0, profile_shape_factor=0.0, profile_shape='SMOOTH')¶ Undocumented
Parameters: - number_cuts (int in [0, inf], (optional)) – Number of Cuts
- interpolation (enum in [‘LINEAR’, ‘PATH’, ‘SURFACE’], (optional)) – Interpolation, Interpolation method
- smoothness (float in [0, inf], (optional)) – Smoothness, Smoothness factor
- profile_shape_factor (float in [-inf, inf], (optional)) – Profile Factor
- profile_shape (enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’], (optional)) –
Profile Shape, Shape of the profile
SMOOTH
Smooth, Smooth falloff.SPHERE
Sphere, Spherical falloff.ROOT
Root, Root falloff.INVERSE_SQUARE
Inverse Square, Inverse Square falloff.SHARP
Sharp, Sharp falloff.LINEAR
Linear, Linear falloff.
-
bpy.ops.mesh.
symmetrize
(direction='NEGATIVE_X', threshold=0.0001)¶ Enforce symmetry (both form and topological) across an axis
Parameters: - direction (enum in [‘NEGATIVE_X’, ‘POSITIVE_X’, ‘NEGATIVE_Y’, ‘POSITIVE_Y’, ‘NEGATIVE_Z’, ‘POSITIVE_Z’], (optional)) – Direction, Which sides to copy from and to
- threshold (float in [0, 10], (optional)) – Threshold
-
bpy.ops.mesh.
symmetry_snap
(direction='NEGATIVE_X', threshold=0.05, factor=0.5, use_center=True)¶ Snap vertex pairs to their mirrored locations
Parameters: - direction (enum in [‘NEGATIVE_X’, ‘POSITIVE_X’, ‘NEGATIVE_Y’, ‘POSITIVE_Y’, ‘NEGATIVE_Z’, ‘POSITIVE_Z’], (optional)) – Direction, Which sides to copy from and to
- threshold (float in [0, 10], (optional)) – Threshold
- factor (float in [0, 1], (optional)) – Factor
- use_center (boolean, (optional)) – Center, Snap mid verts to the axis center
-
bpy.ops.mesh.
tris_convert_to_quads
(face_threshold=0.698132, shape_threshold=0.698132, uvs=False, vcols=False, seam=False, sharp=False, materials=False)¶ Join triangles into quads
Parameters: - face_threshold (float in [0, 3.14159], (optional)) – Max Face Angle, Face angle limit
- shape_threshold (float in [0, 3.14159], (optional)) – Max Shape Angle, Shape angle limit
- uvs (boolean, (optional)) – Compare UVs
- vcols (boolean, (optional)) – Compare VCols
- seam (boolean, (optional)) – Compare Seam
- sharp (boolean, (optional)) – Compare Sharp
- materials (boolean, (optional)) – Compare Materials
-
bpy.ops.mesh.
unsubdivide
(iterations=2)¶ UnSubdivide selected edges & faces
Parameters: iterations (int in [1, inf], (optional)) – Iterations, Number of times to unsubdivide
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bpy.ops.mesh.
uv_texture_add
()¶ Add UV Map
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bpy.ops.mesh.
uv_texture_remove
()¶ Remove UV Map
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bpy.ops.mesh.
uvs_reverse
()¶ Flip direction of UV coordinates inside faces
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bpy.ops.mesh.
uvs_rotate
(use_ccw=False)¶ Rotate UV coordinates inside faces
Parameters: use_ccw (boolean, (optional)) – Counter Clockwise
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bpy.ops.mesh.
vert_connect
()¶ Connect selected vertices of faces, splitting the face
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bpy.ops.mesh.
vert_connect_concave
()¶ Make all faces convex
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bpy.ops.mesh.
vert_connect_nonplanar
(angle_limit=0.0872665)¶ Split non-planar faces that exceed the angle threshold
Parameters: angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit
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bpy.ops.mesh.
vert_connect_path
()¶ Connect vertices by their selection order, creating edges, splitting faces
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bpy.ops.mesh.
vertex_color_add
()¶ Add vertex color layer
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bpy.ops.mesh.
vertex_color_remove
()¶ Remove vertex color layer
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bpy.ops.mesh.
vertices_smooth
(factor=0.5, repeat=1, xaxis=True, yaxis=True, zaxis=True)¶ Flatten angles of selected vertices
Parameters: - factor (float in [-10, 10], (optional)) – Smoothing, Smoothing factor
- repeat (int in [1, 1000], (optional)) – Repeat, Number of times to smooth the mesh
- xaxis (boolean, (optional)) – X-Axis, Smooth along the X axis
- yaxis (boolean, (optional)) – Y-Axis, Smooth along the Y axis
- zaxis (boolean, (optional)) – Z-Axis, Smooth along the Z axis
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bpy.ops.mesh.
vertices_smooth_laplacian
(repeat=1, lambda_factor=5e-05, lambda_border=5e-05, use_x=True, use_y=True, use_z=True, preserve_volume=True)¶ Laplacian smooth of selected vertices
Parameters: - repeat (int in [1, 200], (optional)) – Number of iterations to smooth the mesh
- lambda_factor (float in [1e-07, 1000], (optional)) – Lambda factor
- lambda_border (float in [1e-07, 1000], (optional)) – Lambda factor in border
- use_x (boolean, (optional)) – Smooth X Axis, Smooth object along X axis
- use_y (boolean, (optional)) – Smooth Y Axis, Smooth object along Y axis
- use_z (boolean, (optional)) – Smooth Z Axis, Smooth object along Z axis
- preserve_volume (boolean, (optional)) – Preserve Volume, Apply volume preservation after smooth
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bpy.ops.mesh.
wireframe
(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_replace=True, thickness=0.01, offset=0.01, use_crease=False, crease_weight=0.01)¶ Create a solid wire-frame from faces
Parameters: - use_boundary (boolean, (optional)) – Boundary, Inset face boundaries
- use_even_offset (boolean, (optional)) – Offset Even, Scale the offset to give more even thickness
- use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
- use_replace (boolean, (optional)) – Replace, Remove original faces
- thickness (float in [0, inf], (optional)) – Thickness
- offset (float in [0, inf], (optional)) – Offset
- use_crease (boolean, (optional)) – Crease, Crease hub edges for improved subsurf
- crease_weight (float in [0, inf], (optional)) – Crease weight