ToolSettings(bpy_struct)

base class — bpy_struct

class bpy.types.ToolSettings(bpy_struct)
auto_keying_mode

Mode of automatic keyframe insertion for Objects and Bones

Type:enum in [‘ADD_REPLACE_KEYS’, ‘REPLACE_KEYS’], default ‘ADD_REPLACE_KEYS’
curve_paint_settings
Type:CurvePaintSettings, (readonly, never None)
double_threshold

Limit for removing duplicates and ‘Auto Merge’

Type:float in [0, 1], default 0.0
edge_path_live_unwrap

Changing edges seam re-calculates UV unwrap

Type:boolean, default False
edge_path_mode

The edge flag to tag when selecting the shortest path

Type:enum in [‘SELECT’, ‘SEAM’, ‘SHARP’, ‘CREASE’, ‘BEVEL’, ‘FREESTYLE’], default ‘SELECT’
etch_adaptive_limit

Correlation threshold for number of bones in the subdivided stroke

Type:float in [1e-05, 1], default 0.0
etch_convert_mode

Method used to convert stroke to bones

  • FIXED Fixed, Subdivide stroke in fixed number of bones.
  • LENGTH Length, Subdivide stroke in bones of specific length.
  • ADAPTIVE Adaptive, Subdivide stroke adaptively, with more subdivision in curvier parts.
  • RETARGET Retarget, Retarget template bone chain to stroke.
Type:enum in [‘FIXED’, ‘LENGTH’, ‘ADAPTIVE’, ‘RETARGET’], default ‘FIXED’
etch_length_limit

Maximum length of the subdivided bones

Type:float in [1e-05, 100000], default 0.0
etch_number

Text to replace &N with (e.g. ‘Finger.&N’ -> ‘Finger.1’ or ‘Finger.One’)

Type:string, default “”, (never None)
etch_roll_mode

Method used to adjust the roll of bones when retargeting

  • NONE None, Don’t adjust roll.
  • VIEW View, Roll bones to face the view.
  • JOINT Joint, Roll bone to original joint plane offset.
Type:enum in [‘NONE’, ‘VIEW’, ‘JOINT’], default ‘NONE’
etch_side

Text to replace &S with (e.g. ‘Arm.&S’ -> ‘Arm.R’ or ‘Arm.Right’)

Type:string, default “”, (never None)
etch_subdivision_number

Number of bones in the subdivided stroke

Type:int in [1, 255], default 0
etch_template

Template armature that will be retargeted to the stroke

Type:Object
gpencil_sculpt
Type:GPencilSculptSettings, (readonly)
gpencil_stroke_placement_image_editor
  • CURSOR Cursor, Draw stroke at the 3D cursor.
  • VIEW View, Stick stroke to the view .
  • SURFACE Surface, Stick stroke to surfaces.
  • STROKE Stroke, Stick stroke to other strokes.
Type:enum in [‘CURSOR’, ‘VIEW’, ‘SURFACE’, ‘STROKE’], default ‘VIEW’
gpencil_stroke_placement_sequencer_preview
  • CURSOR Cursor, Draw stroke at the 3D cursor.
  • VIEW View, Stick stroke to the view .
  • SURFACE Surface, Stick stroke to surfaces.
  • STROKE Stroke, Stick stroke to other strokes.
Type:enum in [‘CURSOR’, ‘VIEW’, ‘SURFACE’, ‘STROKE’], default ‘VIEW’
gpencil_stroke_placement_view2d
  • CURSOR Cursor, Draw stroke at the 3D cursor.
  • VIEW View, Stick stroke to the view .
  • SURFACE Surface, Stick stroke to surfaces.
  • STROKE Stroke, Stick stroke to other strokes.
Type:enum in [‘CURSOR’, ‘VIEW’, ‘SURFACE’, ‘STROKE’], default ‘VIEW’
gpencil_stroke_placement_view3d
  • CURSOR Cursor, Draw stroke at the 3D cursor.
  • VIEW View, Stick stroke to the view .
  • SURFACE Surface, Stick stroke to surfaces.
  • STROKE Stroke, Stick stroke to other strokes.
Type:enum in [‘CURSOR’, ‘VIEW’, ‘SURFACE’, ‘STROKE’], default ‘VIEW’
grease_pencil_source

Datablock where active Grease Pencil data is found from

  • SCENE Scene, Grease Pencil data attached to the current scene is used, unless the active object already has Grease Pencil data (i.e. for old files).
  • OBJECT Object, Grease Pencil data-blocks attached to the active object are used (required when using pre 2.73 add-ons, e.g. BSurfaces).
Type:enum in [‘SCENE’, ‘OBJECT’], default ‘SCENE’
image_paint
Type:ImagePaint, (readonly)
keyframe_type

Type of keyframes to create when inserting keyframes

  • KEYFRAME Keyframe, Normal keyframe - e.g. for key poses.
  • BREAKDOWN Breakdown, A breakdown pose - e.g. for transitions between key poses.
  • MOVING_HOLD Moving Hold, A keyframe that is part of a moving hold.
  • EXTREME Extreme, An ‘extreme’ pose, or some other purpose as needed.
  • JITTER Jitter, A filler or baked keyframe for keying on ones, or some other purpose as needed.
Type:enum in [‘KEYFRAME’, ‘BREAKDOWN’, ‘MOVING_HOLD’, ‘EXTREME’, ‘JITTER’], default ‘KEYFRAME’
lock_markers

Prevent marker editing

Type:boolean, default False
mesh_select_mode

Which mesh elements selection works on

Type:boolean array of 3 items, default (False, False, False)
normal_size

Display size for normals in the 3D view

Type:float in [1e-05, 1000], default 0.0
particle_edit
Type:ParticleEdit, (readonly)
proportional_edit

Proportional Editing mode, allows transforms with distance fall-off

  • 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.
Type:enum in [‘DISABLED’, ‘ENABLED’, ‘PROJECTED’, ‘CONNECTED’], default ‘DISABLED’
proportional_edit_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.
Type:enum in [‘SMOOTH’, ‘SPHERE’, ‘ROOT’, ‘INVERSE_SQUARE’, ‘SHARP’, ‘LINEAR’, ‘CONSTANT’, ‘RANDOM’], default ‘SMOOTH’
proportional_size

Display size for proportional editing circle

Type:float in [1e-05, 5000], default 0.0
sculpt
Type:Sculpt, (readonly)
show_uv_local_view

Draw only faces with the currently displayed image assigned

Type:boolean, default False
snap_element

Type of element to snap to

  • INCREMENT Increment, Snap to increments of grid.
  • VERTEX Vertex, Snap to vertices.
  • EDGE Edge, Snap to edges.
  • FACE Face, Snap to faces.
  • VOLUME Volume, Snap to volume.
Type:enum in [‘INCREMENT’, ‘VERTEX’, ‘EDGE’, ‘FACE’, ‘VOLUME’], default ‘INCREMENT’
snap_node_element

Type of element to snap to

  • GRID Grid, Snap to grid.
  • NODE_X Node X, Snap to left/right node border.
  • NODE_Y Node Y, Snap to top/bottom node border.
  • NODE_XY Node X / Y, Snap to any node border.
Type:enum in [‘GRID’, ‘NODE_X’, ‘NODE_Y’, ‘NODE_XY’], default ‘GRID’
snap_target

Which part to snap onto the target

  • CLOSEST Closest, Snap closest point onto target.
  • CENTER Center, Snap center onto target.
  • MEDIAN Median, Snap median onto target.
  • ACTIVE Active, Snap active onto target.
Type:enum in [‘CLOSEST’, ‘CENTER’, ‘MEDIAN’, ‘ACTIVE’], default ‘CLOSEST’
snap_uv_element

Type of element to snap to

  • INCREMENT Increment, Snap to increments of grid.
  • VERTEX Vertex, Snap to vertices.
Type:enum in [‘INCREMENT’, ‘VERTEX’], default ‘INCREMENT’
statvis
Type:MeshStatVis, (readonly, never None)
unified_paint_settings
Type:UnifiedPaintSettings, (readonly, never None)
use_auto_normalize

Ensure all bone-deforming vertex groups add up to 1.0 while weight painting

Type:boolean, default False
use_bone_sketching

Use sketching to create and edit bones

Type:boolean, default False
use_etch_autoname

Automatically generate values to replace &N and &S suffix placeholders in template names

Type:boolean, default False
use_etch_overdraw

Adjust strokes by drawing near them

Type:boolean, default False
use_etch_quick

Automatically convert and delete on stroke end

Type:boolean, default False
use_gpencil_additive_drawing

When creating new frames, the strokes from the previous/active frame are included as the basis for the new one

Type:boolean, default False
use_gpencil_continuous_drawing

Allow drawing multiple strokes at a time with Grease Pencil

Type:boolean, default False
use_gpencil_stroke_endpoints

Only use the first and last parts of the stroke for snapping

Type:boolean, default False
use_keyframe_insert_auto

Automatic keyframe insertion for Objects and Bones

Type:boolean, default False
use_keyframe_insert_keyingset

Automatic keyframe insertion using active Keying Set only

Type:boolean, default False
use_mesh_automerge

Automatically merge vertices moved to the same location

Type:boolean, default False
use_multipaint

Paint across the weights of all selected bones, maintaining their relative influence

Type:boolean, default False
use_proportional_action

Proportional editing in action editor

Type:boolean, default False
use_proportional_edit_mask

Proportional editing mask mode

Type:boolean, default False
use_proportional_edit_objects

Proportional editing object mode

Type:boolean, default False
use_proportional_fcurve

Proportional editing in FCurve editor

Type:boolean, default False
use_record_with_nla

Add a new NLA Track + Strip for every loop/pass made over the animation to allow non-destructive tweaking

Type:boolean, default False
use_snap

Snap during transform

Type:boolean, default False
use_snap_align_rotation

Align rotation with the snapping target

Type:boolean, default False
use_snap_grid_absolute

Absolute grid alignment while translating (based on the pivot center)

Type:boolean, default False
use_snap_peel_object

Consider objects as whole when finding volume center

Type:boolean, default False
use_snap_project

Project individual elements on the surface of other objects

Type:boolean, default False
use_snap_self

Snap onto itself (editmode)

Type:boolean, default False
use_uv_sculpt

Enable brush for UV sculpting

Type:boolean, default False
use_uv_select_sync

Keep UV and edit mode mesh selection in sync

Type:boolean, default False
uv_relax_method

Algorithm used for UV relaxation

  • LAPLACIAN Laplacian, Use Laplacian method for relaxation.
  • HC HC, Use HC method for relaxation.
Type:enum in [‘LAPLACIAN’, ‘HC’], default ‘LAPLACIAN’
uv_sculpt
Type:UvSculpt, (readonly)
uv_sculpt_all_islands

Brush operates on all islands

Type:boolean, default False
uv_sculpt_lock_borders

Disable editing of boundary edges

Type:boolean, default False
uv_sculpt_tool

Select Tools for the UV sculpt brushes

  • PINCH Pinch, Pinch UVs.
  • RELAX Relax, Relax UVs.
  • GRAB Grab, Grab UVs.
Type:enum in [‘PINCH’, ‘RELAX’, ‘GRAB’], default ‘PINCH’
uv_select_mode

UV selection and display mode

  • VERTEX Vertex, Vertex selection mode.
  • EDGE Edge, Edge selection mode.
  • FACE Face, Face selection mode.
  • ISLAND Island, Island selection mode.
Type:enum in [‘VERTEX’, ‘EDGE’, ‘FACE’, ‘ISLAND’], default ‘VERTEX’
vertex_group_subset

Filter Vertex groups for Display

  • ALL All, All Vertex Groups.
  • BONE_DEFORM Deform, Vertex Groups assigned to Deform Bones.
  • OTHER_DEFORM Other, Vertex Groups assigned to non Deform Bones.
Type:enum in [‘ALL’, ‘BONE_DEFORM’, ‘OTHER_DEFORM’], default ‘ALL’
vertex_group_user

Display unweighted vertices

  • NONE None.
  • ACTIVE Active, Show vertices with no weights in the active group.
  • ALL All, Show vertices with no weights in any group.
Type:enum in [‘NONE’, ‘ACTIVE’, ‘ALL’], default ‘NONE’
vertex_group_weight

Weight to assign in vertex groups

Type:float in [0, 1], default 0.0
vertex_paint
Type:VertexPaint, (readonly)
weight_paint
Type:VertexPaint, (readonly)

Inherited Properties

Inherited Functions

References