Scene(ID)¶
base classes — bpy_struct
, ID
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class
bpy.types.
Scene
(ID)¶ Scene data block, consisting in objects and defining time and render related settings
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active_layer
¶ Active scene layer index
Type: int in [-inf, inf], default 0, (readonly)
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audio_distance_model
¶ Distance model for distance attenuation calculation
NONE
None, No distance attenuation.INVERSE
Inverse, Inverse distance model.INVERSE_CLAMPED
Inverse Clamped, Inverse distance model with clamping.LINEAR
Linear, Linear distance model.LINEAR_CLAMPED
Linear Clamped, Linear distance model with clamping.EXPONENT
Exponent, Exponent distance model.EXPONENT_CLAMPED
Exponent Clamped, Exponent distance model with clamping.
Type: enum in [‘NONE’, ‘INVERSE’, ‘INVERSE_CLAMPED’, ‘LINEAR’, ‘LINEAR_CLAMPED’, ‘EXPONENT’, ‘EXPONENT_CLAMPED’], default ‘NONE’
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audio_doppler_factor
¶ Pitch factor for Doppler effect calculation
Type: float in [0, inf], default 0.0
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audio_doppler_speed
¶ Speed of sound for Doppler effect calculation
Type: float in [0.01, inf], default 0.0
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audio_volume
¶ Audio volume
Type: float in [0, 100], default 0.0
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cursor_location
¶ 3D cursor location
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
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cycles
¶ Cycles render settings
Type: CyclesRenderSettings
, (readonly)
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cycles_curves
¶ Cycles hair rendering settings
Type: CyclesCurveRenderSettings
, (readonly)
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display_settings
¶ Settings of device saved image would be displayed on
Type: ColorManagedDisplaySettings
, (readonly)
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frame_current
¶ Current Frame, to update animation data from python frame_set() instead
Type: int in [-500000, 500000], default 0
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frame_current_final
¶ Current frame with subframe and time remapping applied
Type: float in [-500000, 500000], default 0.0, (readonly)
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frame_end
¶ Final frame of the playback/rendering range
Type: int in [0, 500000], default 0
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frame_preview_end
¶ Alternative end frame for UI playback
Type: int in [-inf, inf], default 0
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frame_preview_start
¶ Alternative start frame for UI playback
Type: int in [-inf, inf], default 0
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frame_start
¶ First frame of the playback/rendering range
Type: int in [0, 500000], default 0
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frame_step
¶ Number of frames to skip forward while rendering/playing back each frame
Type: int in [0, 500000], default 0
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frame_subframe
¶ Type: float in [-inf, inf], default 0.0, (readonly)
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game_settings
¶ Type: SceneGameData
, (readonly, never None)
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gravity
¶ Constant acceleration in a given direction
Type: float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
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grease_pencil
¶ Grease Pencil data-block
Type: GreasePencil
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is_nla_tweakmode
¶ Whether there is any action referenced by NLA being edited (strictly read-only)
Type: boolean, default False, (readonly)
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keying_sets
¶ Absolute Keying Sets for this Scene
Type: KeyingSets
bpy_prop_collection
ofKeyingSet
, (readonly)
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keying_sets_all
¶ All Keying Sets available for use (Builtins and Absolute Keying Sets for this Scene)
Type: KeyingSetsAll
bpy_prop_collection
ofKeyingSet
, (readonly)
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layers
¶ Visible layers - Shift-Click/Drag to select multiple layers
Type: boolean array of 20 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
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lock_frame_selection_to_range
¶ Don’t allow frame to be selected with mouse outside of frame range
Type: boolean, default False
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object_bases
¶ Type: SceneBases
bpy_prop_collection
ofObjectBase
, (readonly)
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objects
¶ Type: SceneObjects
bpy_prop_collection
ofObject
, (readonly)
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orientations
¶ Type: bpy_prop_collection
ofTransformOrientation
, (readonly)
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render
¶ Type: RenderSettings
, (readonly, never None)
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rigidbody_world
¶ Type: RigidBodyWorld
, (readonly)
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safe_areas
¶ Type: DisplaySafeAreas
, (readonly, never None)
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sequence_editor
¶ Type: SequenceEditor
, (readonly)
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sequencer_colorspace_settings
¶ Settings of color space sequencer is working in
Type: ColorManagedSequencerColorspaceSettings
, (readonly)
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show_keys_from_selected_only
¶ Consider keyframes for active Object and/or its selected bones only (in timeline and when jumping between keyframes)
Type: boolean, default False
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sync_mode
¶ How to sync playback
NONE
No Sync, Do not sync, play every frame.FRAME_DROP
Frame Dropping, Drop frames if playback is too slow.AUDIO_SYNC
AV-sync, Sync to audio playback, dropping frames.
Type: enum in [‘NONE’, ‘FRAME_DROP’, ‘AUDIO_SYNC’], default ‘NONE’
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timeline_markers
¶ Markers used in all timelines for the current scene
Type: TimelineMarkers
bpy_prop_collection
ofTimelineMarker
, (readonly)
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tool_settings
¶ Type: ToolSettings
, (readonly, never None)
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unit_settings
¶ Unit editing settings
Type: UnitSettings
, (readonly, never None)
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use_audio
¶ Play back of audio from Sequence Editor will be muted
Type: boolean, default False
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use_audio_scrub
¶ Play audio from Sequence Editor while scrubbing
Type: boolean, default False
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use_audio_sync
¶ Play back and sync with audio clock, dropping frames if frame display is too slow
Type: boolean, default False
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use_frame_drop
¶ Play back dropping frames if frame display is too slow
Type: boolean, default False
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use_gravity
¶ Use global gravity for all dynamics
Type: boolean, default False
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use_nodes
¶ Enable the compositing node tree
Type: boolean, default False
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use_preview_range
¶ Use an alternative start/end frame range for animation playback and OpenGL renders instead of the Render properties start/end frame range
Type: boolean, default False
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use_stamp_note
¶ User defined note for the render stamping
Type: string, default “”, (never None)
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view_settings
¶ Color management settings applied on image before saving
Type: ColorManagedViewSettings
, (readonly)
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sequence_editor_create
()¶ Ensure sequence editor is valid in this scene
Returns: New sequence editor data or NULL Return type: SequenceEditor
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sequence_editor_clear
()¶ Clear sequence editor in this scene
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statistics
()¶ statistics
Returns: Statistics Return type: string, (never None)
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frame_set
(frame, subframe=0.0)¶ Set scene frame updating all objects immediately
Parameters: - frame (int in [-500000, 500000]) – Frame number to set
- subframe (float in [0, 1], (optional)) – Sub-frame time, between 0.0 and 1.0
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update
()¶ Update data tagged to be updated from previous access to data or operators
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uvedit_aspect
(object)¶ Get uv aspect for current object
Parameters: object ( Object
, (never None)) – ObjectReturns: aspect Return type: float array of 2 items in [0, inf]
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ray_cast
(origin, direction, distance=1.70141e+38)¶ Cast a ray onto in object space
Parameters: distance (float in [0, inf], (optional)) – Maximum distance
Return (result, location, normal, index, object, matrix): result, boolean
location, The hit location of this ray cast, float array of 3 items in [-inf, inf]
normal, The face normal at the ray cast hit location, float array of 3 items in [-inf, inf]
index, The face index, -1 when original data isn’t available, int in [-inf, inf]
object, Ray cast object,
Object
matrix, Matrix, float array of 16 items in [-inf, inf]
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collada_export
(filepath, apply_modifiers=False, export_mesh_type=0, selected=False, include_children=False, include_armatures=False, include_shapekeys=False, deform_bones_only=False, active_uv_only=False, include_uv_textures=False, include_material_textures=False, use_texture_copies=False, use_ngons=True, use_object_instantiation=True, use_blender_profile=True, sort_by_name=False, open_sim=False, export_transformation_type=0)¶ Export to collada file
Parameters: - filepath (string, (never None)) – File Path, File path to write Collada file
- apply_modifiers (boolean, (optional)) – Apply Modifiers, Apply modifiers
- export_mesh_type (int in [-inf, inf], (optional)) – Resolution, Modifier resolution for export
- selected (boolean, (optional)) – Selection Only, Export only selected elements
- include_children (boolean, (optional)) – Include Children, Export all children of selected objects (even if not selected)
- include_armatures (boolean, (optional)) – Include Armatures, Export related armatures (even if not selected)
- include_shapekeys (boolean, (optional)) – Include Shape Keys, Export all Shape Keys from Mesh Objects
- deform_bones_only (boolean, (optional)) – Deform Bones only, Only export deforming bones with armatures
- active_uv_only (boolean, (optional)) – Active UV Layer only, Export only the active UV Layer
- include_uv_textures (boolean, (optional)) – Include UV Textures, Export textures assigned to the object UV maps
- include_material_textures (boolean, (optional)) – Include Material Textures, Export textures assigned to the object Materials
- use_texture_copies (boolean, (optional)) – copy, Copy textures to same folder where the .dae file is exported
- use_ngons (boolean, (optional)) – Use NGons, Keep NGons in Export
- use_object_instantiation (boolean, (optional)) – Use Object Instances, Instantiate multiple Objects from same Data
- use_blender_profile (boolean, (optional)) – Use Blender Profile, Export additional Blender specific information (for material, shaders, bones, etc.)
- sort_by_name (boolean, (optional)) – Sort by Object name, Sort exported data by Object name
- open_sim (boolean, (optional)) – Export for SL/OpenSim, Compatibility mode for SL, OpenSim and similar online worlds
- export_transformation_type (int in [-inf, inf], (optional)) – Transformation, Transformation type for translation, scale and rotation
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alembic_export
(filepath, frame_start=1, frame_end=1, xform_samples=1, geom_samples=1, shutter_open=0.0, shutter_close=1.0, selected_only=False, uvs=True, normals=True, vcolors=False, apply_subdiv=True, flatten=False, visible_layers_only=False, renderable_only=False, face_sets=False, subdiv_schema=False, compression_type='OGAWA', packuv=False, scale=1.0, triangulate=False, quad_method='BEAUTY', ngon_method='BEAUTY')¶ Export to Alembic file
Parameters: - filepath (string, (never None)) – File Path, File path to write Alembic file
- frame_start (int in [-inf, inf], (optional)) – Start, Start Frame
- frame_end (int in [-inf, inf], (optional)) – End, End Frame
- xform_samples (int in [1, 128], (optional)) – Xform samples, Transform samples per frame
- geom_samples (int in [1, 128], (optional)) – Geom samples, Geometry samples per frame
- shutter_open (float in [-1, 1], (optional)) – Shutter open
- shutter_close (float in [-1, 1], (optional)) – Shutter close
- selected_only (boolean, (optional)) – Selected only, Export only selected objects
- uvs (boolean, (optional)) – UVs, Export UVs
- normals (boolean, (optional)) – Normals, Export cormals
- vcolors (boolean, (optional)) – Vertex colors, Export vertex colors
- apply_subdiv (boolean, (optional)) – Subsurfs as meshes, Export subdivision surfaces as meshes
- flatten (boolean, (optional)) – Flatten hierarchy, Flatten hierarchy
- visible_layers_only (boolean, (optional)) – Visible layers only, Export only objects in visible layers
- renderable_only (boolean, (optional)) – Renderable objects only, Export only objects marked renderable in the outliner
- face_sets (boolean, (optional)) – Facesets, Export face sets
- subdiv_schema (boolean, (optional)) – Use Alembic subdivision Schema, Use Alembic subdivision Schema
- compression_type (enum in ['OGAWA', 'HDF5'], (optional)) – Compression
- packuv (boolean, (optional)) – Export with packed UV islands, Export with packed UV islands
- scale (float in [0.0001, 1000], (optional)) – Scale, Value by which to enlarge or shrink the objects with respect to the world’s origin
- triangulate (boolean, (optional)) – Triangulate, Export Polygons (Quads & NGons) as Triangles
- 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', 'FIXED', 'FIXED_ALTERNATE', 'SHORTEST_DIAGONAL'], (optional)) –
Polygon Method, Method for splitting the polygons 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.
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Inherited Properties
Inherited Functions
References