Object Operators¶
- bpy.ops.object.add(radius=1.0, type='EMPTY', enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Add an object to the scene
- Parameters
radius (float in [0, inf], (optional)) – Radius
type (enum in ['MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'HAIR', 'POINTCLOUD', 'VOLUME', 'GPENCIL', 'ARMATURE', 'LATTICE', 'EMPTY', 'LIGHT', 'LIGHT_PROBE', 'CAMERA', 'SPEAKER'], (optional)) – Type
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.add_named(linked=False, name='', drop_x=0, drop_y=0)¶
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
drop_x (int in [-inf, inf], (optional)) – Drop X, X-coordinate (screen space) to place the new object under
drop_y (int in [-inf, inf], (optional)) – Drop Y, Y-coordinate (screen space) to place the new object under
- 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 but slow calculation of the bounding box for perfect results on complex shape meshes with rotation/scale
align_mode (enum in ['OPT_1', 'OPT_2', 'OPT_3'], (optional)) – Align Mode, Side of object to use for alignment
relative_to (enum in ['OPT_1', 'OPT_2', 'OPT_3', 'OPT_4'], (optional)) –
Relative To, Reference location to align to
OPT_1Scene Origin, Use the scene origin as the position for the selected objects to align to.OPT_23D Cursor, Use the 3D cursor as the position for the selected objects to align to.OPT_3Selection, Use the selected objects as the position for the selected objects to align to.OPT_4Active, Use the active object as the position for the selected objects to align to.
align_axis (enum set in {'X', 'Y', 'Z'}, (optional)) – Align, Align to axis
- File
- bpy.ops.object.anim_transforms_to_deltas()¶
Convert object animation for normal transforms to delta transforms
- bpy.ops.object.armature_add(radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Add an armature object to the scene
- Parameters
radius (float in [0, inf], (optional)) – Radius
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.assign_property_defaults(process_data=True, process_bones=True)¶
Assign the current values of custom properties as their defaults, for use as part of the rest pose state in NLA track mixing
- Parameters
process_data (boolean, (optional)) – Process data properties
process_bones (boolean, (optional)) – Process bone properties
- File
- bpy.ops.object.bake(type='COMBINED', pass_filter={}, filepath='', width=512, height=512, margin=16, use_selected_to_active=False, max_ray_distance=0.0, cage_extrusion=0.0, cage_object='', normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', target='IMAGE_TEXTURES', 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', 'AO', 'SHADOW', 'NORMAL', 'UV', 'ROUGHNESS', 'EMIT', 'ENVIRONMENT', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION'], (optional)) – Type, Type of pass to bake, some of them may not be supported by the current render engine
pass_filter (enum set in {'NONE', 'AO', 'EMIT', 'DIRECT', 'INDIRECT', 'COLOR', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION'}, (optional)) – Pass Filter, Filter to combined, diffuse, glossy, transmission and subsurface passes
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
max_ray_distance (float in [0, inf], (optional)) – Max Ray Distance, The maximum ray distance for matching points between the active and selected objects. If zero, there is no limit
cage_extrusion (float in [0, inf], (optional)) – Cage Extrusion, Inflate the active object by the specified distance for baking. This helps matching to points nearer to the outside of the selected object meshes
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
OBJECTObject, Bake the normals in object space.TANGENTTangent, 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
target (enum in ['IMAGE_TEXTURES', 'VERTEX_COLORS'], (optional)) –
Target, Where to output the baked map
IMAGE_TEXTURESImage Textures, Bake to image data-blocks associated with active image texture nodes in materials.VERTEX_COLORSVertex Colors, Bake to active vertex color layer on meshes.
save_mode (enum in ['INTERNAL', 'EXTERNAL'], (optional)) –
Save Mode, Where to save baked image textures
INTERNALInternal, Save the baking map in an internal image data-block.EXTERNALExternal, 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
- bpy.ops.object.bake_image()¶
Bake image textures of selected objects
- bpy.ops.object.camera_add(enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Add a camera object to the scene
- Parameters
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.collection_add()¶
Add an object to a new collection
- bpy.ops.object.collection_instance_add(name='Collection', collection='', align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0), drop_x=0, drop_y=0)¶
Add a collection instance
- Parameters
name (string, (optional, never None)) – Name, Collection name to add
collection (enum in [], (optional)) – Collection
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
drop_x (int in [-inf, inf], (optional)) – Drop X, X-coordinate (screen space) to place the new object under
drop_y (int in [-inf, inf], (optional)) – Drop Y, Y-coordinate (screen space) to place the new object under
- bpy.ops.object.collection_link(collection='')¶
Add an object to an existing collection
- Parameters
collection (enum in [], (optional)) – Collection
- bpy.ops.object.collection_objects_select()¶
Select all objects in collection
- bpy.ops.object.collection_remove()¶
Remove the active object from this collection
- bpy.ops.object.collection_unlink()¶
Unlink the collection from all objects
- bpy.ops.object.constraint_add(type='')¶
Add a constraint to the active object
- Parameters
type (enum in [], (optional)) – Type
- 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 [], (optional)) – Type
- bpy.ops.object.constraints_clear()¶
Clear all the constraints for the active object only
- bpy.ops.object.constraints_copy()¶
Copy constraints to other selected objects
- bpy.ops.object.convert(target='MESH', keep_original=False, angle=1.22173, thickness=5, seams=False, faces=True, offset=0.01)¶
Convert selected objects to another type
- Parameters
target (enum in ['CURVE', 'MESH', 'GPENCIL'], (optional)) –
Target, Type of object to convert to
CURVECurve, Curve from Mesh or Text objects.MESHMesh, Mesh from Curve, Surface, Metaball, or Text objects.GPENCILGrease Pencil, Grease Pencil from Curve or Mesh objects.
keep_original (boolean, (optional)) – Keep Original, Keep original objects instead of replacing them
angle (float in [0, 3.14159], (optional)) – Threshold Angle, Threshold to determine ends of the strokes
thickness (int in [1, 100], (optional)) – Thickness
seams (boolean, (optional)) – Only Seam Edges, Convert only seam edges
faces (boolean, (optional)) – Export Faces, Export faces as filled strokes
offset (float in [0, inf], (optional)) – Stroke Offset, Offset strokes from fill
- bpy.ops.object.convert_proxy_to_override()¶
Convert a proxy to a local library override
- 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
- bpy.ops.object.data_instance_add(name='Name', type='ACTION', align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0), drop_x=0, drop_y=0)¶
Add an object data instance
- Parameters
name (string, (optional, never None)) – Name, ID name to add
type (enum in ['ACTION', 'ARMATURE', 'BRUSH', 'CAMERA', 'CACHEFILE', 'CURVE', 'FONT', 'GREASEPENCIL', 'COLLECTION', 'IMAGE', 'KEY', 'LIGHT', 'LIBRARY', 'LINESTYLE', 'LATTICE', 'MASK', 'MATERIAL', 'META', 'MESH', 'MOVIECLIP', 'NODETREE', 'OBJECT', 'PAINTCURVE', 'PALETTE', 'PARTICLE', 'LIGHT_PROBE', 'SCENE', 'SIMULATION', 'SOUND', 'SPEAKER', 'TEXT', 'TEXTURE', 'HAIR', 'POINTCLOUD', 'VOLUME', 'WINDOWMANAGER', 'WORLD', 'WORKSPACE'], (optional)) – Type
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
drop_x (int in [-inf, inf], (optional)) – Drop X, X-coordinate (screen space) to place the new object under
drop_y (int in [-inf, inf], (optional)) – Drop Y, Y-coordinate (screen space) to place the new object under
- bpy.ops.object.data_transfer(use_reverse_transfer=False, use_freeze=False, data_type='', use_create=True, vert_mapping='NEAREST', edge_mapping='NEAREST', loop_mapping='NEAREST_POLYNOR', poly_mapping='NEAREST', use_auto_transform=False, 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, etc.) from active to selected meshes
- Parameters
use_reverse_transfer (boolean, (optional)) – Reverse Transfer, Transfer from selected objects to active one
use_freeze (boolean, (optional)) – Freeze Operator, Prevent changes to settings to re-run the operator, handy to change several things at once with heavy geometry
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_WEIGHTSVertex Group(s), Transfer active or all vertex groups.BEVEL_WEIGHT_VERTBevel Weight, Transfer bevel weights.SHARP_EDGESharp, Transfer sharp mark.SEAMUV Seam, Transfer UV seam mark.CREASESubdivision Crease, Transfer crease values.BEVEL_WEIGHT_EDGEBevel Weight, Transfer bevel weights.FREESTYLE_EDGEFreestyle Mark, Transfer Freestyle edge mark.CUSTOM_NORMALCustom Normals, Transfer custom normals.VCOLVertex Colors, Vertex (face corners) colors.UVUVs, Transfer UV layers.SMOOTHSmooth, Transfer flat/smooth mark.FREESTYLE_FACEFreestyle 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
TOPOLOGYTopology, Copy from identical topology meshes.NEARESTNearest Vertex, Copy from closest vertex.EDGE_NEARESTNearest Edge Vertex, Copy from closest vertex of closest edge.EDGEINTERP_NEARESTNearest Edge Interpolated, Copy from interpolated values of vertices from closest point on closest edge.POLY_NEARESTNearest Face Vertex, Copy from closest vertex of closest face.POLYINTERP_NEARESTNearest Face Interpolated, Copy from interpolated values of vertices from closest point on closest face.POLYINTERP_VNORPROJProjected 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
TOPOLOGYTopology, Copy from identical topology meshes.VERT_NEARESTNearest Vertices, Copy from most similar edge (edge which vertices are the closest of destination edge’s ones).NEARESTNearest Edge, Copy from closest edge (using midpoints).POLY_NEARESTNearest Face Edge, Copy from closest edge of closest face (using midpoints).EDGEINTERP_VNORPROJProjected 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
TOPOLOGYTopology, Copy from identical topology meshes.NEAREST_NORMALNearest Corner and Best Matching Normal, Copy from nearest corner which has the best matching normal.NEAREST_POLYNORNearest 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_POLYNearest Corner of Nearest Face, Copy from nearest corner of nearest polygon.POLYINTERP_NEARESTNearest Face Interpolated, Copy from interpolated corners of the nearest source polygon.POLYINTERP_LNORPROJProjected 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
TOPOLOGYTopology, Copy from identical topology meshes.NEARESTNearest Face, Copy from nearest polygon (using center points).NORMALBest Normal-Matching, Copy from source polygon which normal is the closest to destination one.POLYINTERP_PNORPROJProjected Face Interpolated, Interpolate all source polygons intersected by the projection of destination one along its own normal.
use_auto_transform (boolean, (optional)) – Auto Transform, Automatically compute transformation to get the best possible match between source and destination meshes. Warning: Results will never be as good as manual matching of objects
use_object_transform (boolean, (optional)) – Object Transform, Evaluate source and destination meshes in global space
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
ACTIVEActive Layer, Only transfer active data layer.ALLAll Layers, Transfer all data layers.BONE_SELECTSelected Pose Bones, Transfer all vertex groups used by selected pose bones.BONE_DEFORMDeform 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
ACTIVEActive Layer, Affect active data layer of all targets.NAMEBy Name, Match target data layers to affect by name.INDEXBy 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
REPLACEReplace, Overwrite all elements’ data.ABOVE_THRESHOLDAbove Threshold, Only replace destination elements where data is above given threshold (exact behavior depends on data type).BELOW_THRESHOLDBelow Threshold, Only replace destination elements where data is below given threshold (exact behavior depends on data type).MIXMix, Mix source value into destination one, using given threshold as factor.ADDAdd, Add source value to destination one, using given threshold as factor.SUBSubtract, Subtract source value to destination one, using given threshold as factor.MULMultiply, 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)
- 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_WEIGHTSVertex Group(s), Transfer active or all vertex groups.BEVEL_WEIGHT_VERTBevel Weight, Transfer bevel weights.SHARP_EDGESharp, Transfer sharp mark.SEAMUV Seam, Transfer UV seam mark.CREASESubdivision Crease, Transfer crease values.BEVEL_WEIGHT_EDGEBevel Weight, Transfer bevel weights.FREESTYLE_EDGEFreestyle Mark, Transfer Freestyle edge mark.CUSTOM_NORMALCustom Normals, Transfer custom normals.VCOLVertex Colors, Vertex (face corners) colors.UVUVs, Transfer UV layers.SMOOTHSmooth, Transfer flat/smooth mark.FREESTYLE_FACEFreestyle 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
ACTIVEActive Layer, Only transfer active data layer.ALLAll Layers, Transfer all data layers.BONE_SELECTSelected Pose Bones, Transfer all vertex groups used by selected pose bones.BONE_DEFORMDeform 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
ACTIVEActive Layer, Affect active data layer of all targets.NAMEBy Name, Match target data layers to affect by name.INDEXBy Order, Match target data layers to affect by order (indices).
- bpy.ops.object.delete(use_global=False, confirm=True)¶
Delete selected objects
- Parameters
use_global (boolean, (optional)) – Delete Globally, Remove object from all scenes
confirm (boolean, (optional)) – Confirm, Prompt for confirmation
- bpy.ops.object.drop_named_image(filepath='', relative_path=True, name='', align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
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
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.drop_named_material(name='Material')¶
Undocumented, consider contributing.
- Parameters
name (string, (optional, never None)) – Name, Material name to assign
- 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', 'BONE_ENVELOPE_DIST', 'CURVE_SHRINKFATTEN', 'MASK_SHRINKFATTEN', 'GPENCIL_SHRINKFATTEN', 'BONE_ROLL', 'TIME_TRANSLATE', 'TIME_SLIDE', 'TIME_SCALE', 'TIME_EXTEND', 'BAKE_TIME', 'BWEIGHT', 'ALIGN', 'EDGESLIDE', 'SEQSLIDE', 'GPENCIL_OPACITY'], (optional)) – Mode
- bpy.ops.object.duplicate_move(OBJECT_OT_duplicate=None, TRANSFORM_OT_translate=None)¶
Duplicate selected objects and move them
- Parameters
OBJECT_OT_duplicate (
OBJECT_OT_duplicate, (optional)) – Duplicate Objects, Duplicate selected objectsTRANSFORM_OT_translate (
TRANSFORM_OT_translate, (optional)) – Move, Move selected items
- bpy.ops.object.duplicate_move_linked(OBJECT_OT_duplicate=None, TRANSFORM_OT_translate=None)¶
Duplicate selected objects and move them
- Parameters
OBJECT_OT_duplicate (
OBJECT_OT_duplicate, (optional)) – Duplicate Objects, Duplicate selected objectsTRANSFORM_OT_translate (
TRANSFORM_OT_translate, (optional)) – Move, Move selected items
- bpy.ops.object.duplicates_make_real(use_base_parent=False, use_hierarchy=False)¶
Make instanced objects attached to this object real
- Parameters
use_base_parent (boolean, (optional)) – Parent, Parent newly created objects to the original instancer
use_hierarchy (boolean, (optional)) – Keep Hierarchy, Maintain parent child relationships
- bpy.ops.object.editmode_toggle()¶
Toggle object’s edit mode
- bpy.ops.object.effector_add(type='FORCE', radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
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', 'FLUID'], (optional)) – Type
radius (float in [0, inf], (optional)) – Radius
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.empty_add(type='PLAIN_AXES', radius=1.0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
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
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- 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.face_map_add()¶
Add a new face map to the active object
- bpy.ops.object.face_map_assign()¶
Assign faces to a face map
- bpy.ops.object.face_map_deselect()¶
Deselect faces belonging to a face map
- bpy.ops.object.face_map_move(direction='UP')¶
Move the active face map up/down in the list
- Parameters
direction (enum in ['UP', 'DOWN'], (optional)) – Direction, Direction to move, up or down
- bpy.ops.object.face_map_remove()¶
Remove a face map from the active object
- bpy.ops.object.face_map_remove_from()¶
Remove faces from a face map
- bpy.ops.object.face_map_select()¶
Select faces belonging to a face map
- bpy.ops.object.forcefield_toggle()¶
Toggle object’s force field
- bpy.ops.object.gpencil_add(radius=1.0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0), type='EMPTY', use_in_front=True, stroke_depth_order='3D')¶
Add a Grease Pencil object to the scene
- Parameters
radius (float in [0, inf], (optional)) – Radius
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
type (enum in ['EMPTY', 'STROKE', 'MONKEY', 'LRT_SCENE', 'LRT_COLLECTION', 'LRT_OBJECT'], (optional)) –
Type
EMPTYBlank, Create an empty grease pencil object.STROKEStroke, Create a simple stroke with basic colors.MONKEYMonkey, Construct a Suzanne grease pencil object.LRT_SCENEScene Line Art, Quickly set up line art for the entire scene.LRT_COLLECTIONCollection Line Art, Quickly set up line art for the active collection.LRT_OBJECTObject Line Art, Quickly set up line art for the active object.
use_in_front (boolean, (optional)) – In Front, Show line art grease pencil in front of everything
stroke_depth_order (enum in ['2D', '3D'], (optional)) –
Stroke Depth Order, Defines how the strokes are ordered in 3D space for objects not displayed ‘In Front’
2D2D Layers, Display strokes using grease pencil layers to define order.3D3D Location, Display strokes using real 3D position in 3D space.
- bpy.ops.object.gpencil_modifier_add(type='CURVE')¶
Add a procedural operation/effect to the active grease pencil object
- Parameters
type (enum in ['DATA_TRANSFER', 'MESH_CACHE', 'MESH_SEQUENCE_CACHE', 'NORMAL_EDIT', 'WEIGHTED_NORMAL', 'UV_PROJECT', 'UV_WARP', 'VERTEX_WEIGHT_EDIT', 'VERTEX_WEIGHT_MIX', 'VERTEX_WEIGHT_PROXIMITY', 'ARRAY', 'BEVEL', 'BOOLEAN', 'BUILD', 'DECIMATE', 'EDGE_SPLIT', 'NODES', 'MASK', 'MIRROR', 'MESH_TO_VOLUME', 'MULTIRES', 'REMESH', 'SCREW', 'SKIN', 'SOLIDIFY', 'SUBSURF', 'TRIANGULATE', 'VOLUME_TO_MESH', 'WELD', 'WIREFRAME', 'ARMATURE', 'CAST', 'CURVE', 'DISPLACE', 'HOOK', 'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM', 'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH', 'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH', 'SURFACE_DEFORM', 'WARP', 'WAVE', 'VOLUME_DISPLACE', 'CLOTH', 'COLLISION', 'DYNAMIC_PAINT', 'EXPLODE', 'FLUID', 'OCEAN', 'PARTICLE_INSTANCE', 'PARTICLE_SYSTEM', 'SOFT_BODY', 'SURFACE'], (optional)) –
Type
DATA_TRANSFERData Transfer, Transfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to another.MESH_CACHEMesh Cache, Deform the mesh using an external frame-by-frame vertex transform cache.MESH_SEQUENCE_CACHEMesh Sequence Cache, Deform the mesh or curve using an external mesh cache in Alembic format.NORMAL_EDITNormal Edit, Modify the direction of the surface normals.WEIGHTED_NORMALWeighted Normal, Modify the direction of the surface normals using a weighting method.UV_PROJECTUV Project, Project the UV map coordinates from the negative Z axis of another object.UV_WARPUV Warp, Transform the UV map using the difference between two objects.VERTEX_WEIGHT_EDITVertex Weight Edit, Modify of the weights of a vertex group.VERTEX_WEIGHT_MIXVertex Weight Mix, Mix the weights of two vertex groups.VERTEX_WEIGHT_PROXIMITYVertex Weight Proximity, Set the vertex group weights based on the distance to another target object.ARRAYArray, Create copies of the shape with offsets.BEVELBevel, Generate sloped corners by adding geometry to the mesh’s edges or vertices.BOOLEANBoolean, Use another shape to cut, combine or perform a difference operation.BUILDBuild, Cause the faces of the mesh object to appear or disappear one after the other over time.DECIMATEDecimate, Reduce the geometry density.EDGE_SPLITEdge Split, Split away joined faces at the edges.NODESGeometry Nodes.MASKMask, Dynamically hide vertices based on a vertex group or armature.MIRRORMirror, Mirror along the local X, Y and/or Z axes, over the object origin.MESH_TO_VOLUMEMesh to Volume.MULTIRESMultiresolution, Subdivide the mesh in a way that allows editing the higher subdivision levels.REMESHRemesh, Generate new mesh topology based on the current shape.SCREWScrew, Lathe around an axis, treating the input mesh as a profile.SKINSkin, Create a solid shape from vertices and edges, using the vertex radius to define the thickness.SOLIDIFYSolidify, Make the surface thick.SUBSURFSubdivision Surface, Split the faces into smaller parts, giving it a smoother appearance.TRIANGULATETriangulate, Convert all polygons to triangles.VOLUME_TO_MESHVolume to Mesh.WELDWeld, Find groups of vertices closer than dist and merge them together.WIREFRAMEWireframe, Convert faces into thickened edges.ARMATUREArmature, Deform the shape using an armature object.CASTCast, Shift the shape towards a predefined primitive.CURVECurve, Bend the mesh using a curve object.DISPLACEDisplace, Offset vertices based on a texture.HOOKHook, Deform specific points using another object.LAPLACIANDEFORMLaplacian Deform, Deform based a series of anchor points.LATTICELattice, Deform using the shape of a lattice object.MESH_DEFORMMesh Deform, Deform using a different mesh, which acts as a deformation cage.SHRINKWRAPShrinkwrap, Project the shape onto another object.SIMPLE_DEFORMSimple Deform, Deform the shape by twisting, bending, tapering or stretching.SMOOTHSmooth, Smooth the mesh by flattening the angles between adjacent faces.CORRECTIVE_SMOOTHSmooth Corrective, Smooth the mesh while still preserving the volume.LAPLACIANSMOOTHSmooth Laplacian, Reduce the noise on a mesh surface with minimal changes to its shape.SURFACE_DEFORMSurface Deform, Transfer motion from another mesh.WARPWarp, Warp parts of a mesh to a new location in a very flexible way thanks to 2 specified objects.WAVEWave, Adds a ripple-like motion to an object’s geometry.VOLUME_DISPLACEVolume Displace, Deform volume based on noise or other vector fields.CLOTHCloth.COLLISIONCollision.DYNAMIC_PAINTDynamic Paint.EXPLODEExplode, Break apart the mesh faces and let them follow particles.FLUIDFluid.OCEANOcean, Generate a moving ocean surface.PARTICLE_INSTANCEParticle Instance.PARTICLE_SYSTEMParticle System, Spawn particles from the shape.SOFT_BODYSoft Body.SURFACESurface.
- bpy.ops.object.gpencil_modifier_apply(apply_as='DATA', modifier='', report=False)¶
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
DATAObject Data, Apply modifier to the object’s data.SHAPENew Shape, Apply deform-only modifier to a new shape on this object.
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- bpy.ops.object.gpencil_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.gpencil_modifier_copy_to_selected(modifier='')¶
Copy the modifier from the active object to all selected objects
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
- bpy.ops.object.gpencil_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.gpencil_modifier_move_to_index(modifier='', index=0)¶
Change the modifier’s position in the list so it evaluates after the set number of others
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
index (int in [0, inf], (optional)) – Index, The index to move the modifier to
- bpy.ops.object.gpencil_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.gpencil_modifier_remove(modifier='', report=False)¶
Remove a modifier from the active grease pencil object
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- bpy.ops.object.hair_add(align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Add a hair object to the scene
- Parameters
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.hide_collection(collection_index=- 1, toggle=False)¶
Show only objects in collection (Shift to extend)
- Parameters
collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to change visibility
toggle (boolean, (optional)) – Toggle, Toggle visibility
- bpy.ops.object.hide_render_clear_all()¶
Reveal all render objects by setting the hide render flag
- bpy.ops.object.hide_view_clear(select=True)¶
Reveal temporarily hidden objects
- Parameters
select (boolean, (optional)) – Select
- bpy.ops.object.hide_view_set(unselected=False)¶
Temporarily hide objects from the viewport
- 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.instance_offset_from_cursor()¶
Set offset used for collection instances based on cursor position
- bpy.ops.object.isolate_type_render()¶
Hide unselected render objects of same type as active by setting the hide render flag
- bpy.ops.object.join()¶
Join selected objects into active object
- bpy.ops.object.join_shapes()¶
Copy the current resulting shape of another selected object to this one
- bpy.ops.object.join_uvs()¶
Transfer UV Maps from active to selected objects (needs matching geometry)
- 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.light_add(type='POINT', radius=1.0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Add a light object to the scene
- Parameters
type (enum in ['POINT', 'SUN', 'SPOT', 'AREA'], (optional)) –
Type
POINTPoint, Omnidirectional point light source.SUNSun, Constant direction parallel ray light source.SPOTSpot, Directional cone light source.AREAArea, Directional area light source.
radius (float in [0, inf], (optional)) – Radius
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.lightprobe_add(type='CUBEMAP', radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Add a light probe object
- Parameters
type (enum in ['CUBEMAP', 'PLANAR', 'GRID'], (optional)) –
Type
CUBEMAPReflection Cubemap, Reflection probe with spherical or cubic attenuation.PLANARReflection Plane, Planar reflection probe.GRIDIrradiance Volume, Irradiance probe to capture diffuse indirect lighting.
radius (float in [0, inf], (optional)) – Radius
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.lineart_bake_strokes()¶
Bake Line Art for current GPencil object
- bpy.ops.object.lineart_bake_strokes_all()¶
Bake all Grease Pencil objects that have a line art modifier
- bpy.ops.object.lineart_clear()¶
Clear all strokes in current GPencil object
- bpy.ops.object.lineart_clear_all()¶
Clear all strokes in all Grease Pencil objects that have a line art modifier
- bpy.ops.object.link_to_collection(collection_index=- 1, is_new=False, new_collection_name='')¶
Link objects to a collection
- Parameters
collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to move to
is_new (boolean, (optional)) – New, Move objects to a new collection
new_collection_name (string, (optional, never None)) – Name, Name of the newly added collection
- bpy.ops.object.load_background_image(filepath='', filter_image=True, filter_folder=True, view_align=True)¶
Add a reference image into the background behind objects
- Parameters
filepath (string, (optional, never None)) – filepath
filter_image (boolean, (optional)) – filter_image
filter_folder (boolean, (optional)) – filter_folder
view_align (boolean, (optional)) – Align to View
- File
- bpy.ops.object.load_reference_image(filepath='', filter_image=True, filter_folder=True, view_align=True)¶
Add a reference image into the scene between objects
- Parameters
filepath (string, (optional, never None)) – filepath
filter_image (boolean, (optional)) – filter_image
filter_folder (boolean, (optional)) – filter_folder
view_align (boolean, (optional)) – Align to View
- File
- bpy.ops.object.location_clear(clear_delta=False)¶
Clear the object’s location
- Parameters
clear_delta (boolean, (optional)) – Clear Delta, Clear delta location in addition to clearing the normal location transform
- bpy.ops.object.make_dupli_face()¶
Convert objects into instanced faces
- bpy.ops.object.make_links_data(type='OBDATA')¶
Transfer data from active object to selected objects
- Parameters
type (enum in ['OBDATA', 'MATERIAL', 'ANIMATION', 'GROUPS', 'DUPLICOLLECTION', 'FONTS', 'MODIFIERS', 'EFFECTS'], (optional)) –
Type
OBDATALink Object Data, Replace assigned Object Data.MATERIALLink Materials, Replace assigned Materials.ANIMATIONLink Animation Data, Replace assigned Animation Data.GROUPSLink Collections, Replace assigned Collections.DUPLICOLLECTIONLink Instance Collection, Replace assigned Collection Instance.FONTSLink Fonts to Text, Replace Text object Fonts.MODIFIERSCopy Modifiers, Replace Modifiers.EFFECTSCopy Grease Pencil Effects, Replace Grease Pencil Effects.
- 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 data-blocks local to this file
- Parameters
type (enum in ['SELECT_OBJECT', 'SELECT_OBDATA', 'SELECT_OBDATA_MATERIAL', 'ALL'], (optional)) – Type
- bpy.ops.object.make_override_library(collection='DEFAULT')¶
Make a local override of this library linked data-block
- Parameters
collection (enum in ['DEFAULT'], (optional)) – Override Collection, Name of directly linked collection containing the selected object, to make an override from
- bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', object=False, obdata=False, material=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 data-block
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()¶
Copy material to 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 the active material towards
- bpy.ops.object.material_slot_remove()¶
Remove the selected material slot
- bpy.ops.object.material_slot_remove_unused()¶
Remove unused material slots
- 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=2.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
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
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- 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', 'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'PAINT_GPENCIL', 'WEIGHT_GPENCIL', 'VERTEX_GPENCIL'], (optional)) –
Mode
OBJECTObject Mode.EDITEdit Mode.POSEPose Mode.SCULPTSculpt Mode.VERTEX_PAINTVertex Paint.WEIGHT_PAINTWeight Paint.TEXTURE_PAINTTexture Paint.PARTICLE_EDITParticle Edit.EDIT_GPENCILEdit Mode, Edit Grease Pencil Strokes.SCULPT_GPENCILSculpt Mode, Sculpt Grease Pencil Strokes.PAINT_GPENCILDraw, Paint Grease Pencil Strokes.WEIGHT_GPENCILWeight Paint, Grease Pencil Weight Paint Strokes.VERTEX_GPENCILVertex Paint, Grease Pencil Vertex Paint Strokes.
toggle (boolean, (optional)) – Toggle
- bpy.ops.object.mode_set_with_submode(mode='OBJECT', toggle=False, mesh_select_mode={})¶
Sets the object interaction mode
- Parameters
mode (enum in ['OBJECT', 'EDIT', 'POSE', 'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT', 'PARTICLE_EDIT', 'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'PAINT_GPENCIL', 'WEIGHT_GPENCIL', 'VERTEX_GPENCIL'], (optional)) –
Mode
OBJECTObject Mode.EDITEdit Mode.POSEPose Mode.SCULPTSculpt Mode.VERTEX_PAINTVertex Paint.WEIGHT_PAINTWeight Paint.TEXTURE_PAINTTexture Paint.PARTICLE_EDITParticle Edit.EDIT_GPENCILEdit Mode, Edit Grease Pencil Strokes.SCULPT_GPENCILSculpt Mode, Sculpt Grease Pencil Strokes.PAINT_GPENCILDraw, Paint Grease Pencil Strokes.WEIGHT_GPENCILWeight Paint, Grease Pencil Weight Paint Strokes.VERTEX_GPENCILVertex Paint, Grease Pencil Vertex Paint Strokes.
toggle (boolean, (optional)) – Toggle
mesh_select_mode (enum set in {'VERT', 'EDGE', 'FACE'}, (optional)) –
Mesh Mode
VERTVertex, Vertex selection mode.EDGEEdge, Edge selection mode.FACEFace, Face selection mode.
- bpy.ops.object.modifier_add(type='SUBSURF')¶
Add a procedural operation/effect to the active object
- Parameters
type (enum in ['DATA_TRANSFER', 'MESH_CACHE', 'MESH_SEQUENCE_CACHE', 'NORMAL_EDIT', 'WEIGHTED_NORMAL', 'UV_PROJECT', 'UV_WARP', 'VERTEX_WEIGHT_EDIT', 'VERTEX_WEIGHT_MIX', 'VERTEX_WEIGHT_PROXIMITY', 'ARRAY', 'BEVEL', 'BOOLEAN', 'BUILD', 'DECIMATE', 'EDGE_SPLIT', 'NODES', 'MASK', 'MIRROR', 'MESH_TO_VOLUME', 'MULTIRES', 'REMESH', 'SCREW', 'SKIN', 'SOLIDIFY', 'SUBSURF', 'TRIANGULATE', 'VOLUME_TO_MESH', 'WELD', 'WIREFRAME', 'ARMATURE', 'CAST', 'CURVE', 'DISPLACE', 'HOOK', 'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM', 'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH', 'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH', 'SURFACE_DEFORM', 'WARP', 'WAVE', 'VOLUME_DISPLACE', 'CLOTH', 'COLLISION', 'DYNAMIC_PAINT', 'EXPLODE', 'FLUID', 'OCEAN', 'PARTICLE_INSTANCE', 'PARTICLE_SYSTEM', 'SOFT_BODY', 'SURFACE'], (optional)) –
Type
DATA_TRANSFERData Transfer, Transfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to another.MESH_CACHEMesh Cache, Deform the mesh using an external frame-by-frame vertex transform cache.MESH_SEQUENCE_CACHEMesh Sequence Cache, Deform the mesh or curve using an external mesh cache in Alembic format.NORMAL_EDITNormal Edit, Modify the direction of the surface normals.WEIGHTED_NORMALWeighted Normal, Modify the direction of the surface normals using a weighting method.UV_PROJECTUV Project, Project the UV map coordinates from the negative Z axis of another object.UV_WARPUV Warp, Transform the UV map using the difference between two objects.VERTEX_WEIGHT_EDITVertex Weight Edit, Modify of the weights of a vertex group.VERTEX_WEIGHT_MIXVertex Weight Mix, Mix the weights of two vertex groups.VERTEX_WEIGHT_PROXIMITYVertex Weight Proximity, Set the vertex group weights based on the distance to another target object.ARRAYArray, Create copies of the shape with offsets.BEVELBevel, Generate sloped corners by adding geometry to the mesh’s edges or vertices.BOOLEANBoolean, Use another shape to cut, combine or perform a difference operation.BUILDBuild, Cause the faces of the mesh object to appear or disappear one after the other over time.DECIMATEDecimate, Reduce the geometry density.EDGE_SPLITEdge Split, Split away joined faces at the edges.NODESGeometry Nodes.MASKMask, Dynamically hide vertices based on a vertex group or armature.MIRRORMirror, Mirror along the local X, Y and/or Z axes, over the object origin.MESH_TO_VOLUMEMesh to Volume.MULTIRESMultiresolution, Subdivide the mesh in a way that allows editing the higher subdivision levels.REMESHRemesh, Generate new mesh topology based on the current shape.SCREWScrew, Lathe around an axis, treating the input mesh as a profile.SKINSkin, Create a solid shape from vertices and edges, using the vertex radius to define the thickness.SOLIDIFYSolidify, Make the surface thick.SUBSURFSubdivision Surface, Split the faces into smaller parts, giving it a smoother appearance.TRIANGULATETriangulate, Convert all polygons to triangles.VOLUME_TO_MESHVolume to Mesh.WELDWeld, Find groups of vertices closer than dist and merge them together.WIREFRAMEWireframe, Convert faces into thickened edges.ARMATUREArmature, Deform the shape using an armature object.CASTCast, Shift the shape towards a predefined primitive.CURVECurve, Bend the mesh using a curve object.DISPLACEDisplace, Offset vertices based on a texture.HOOKHook, Deform specific points using another object.LAPLACIANDEFORMLaplacian Deform, Deform based a series of anchor points.LATTICELattice, Deform using the shape of a lattice object.MESH_DEFORMMesh Deform, Deform using a different mesh, which acts as a deformation cage.SHRINKWRAPShrinkwrap, Project the shape onto another object.SIMPLE_DEFORMSimple Deform, Deform the shape by twisting, bending, tapering or stretching.SMOOTHSmooth, Smooth the mesh by flattening the angles between adjacent faces.CORRECTIVE_SMOOTHSmooth Corrective, Smooth the mesh while still preserving the volume.LAPLACIANSMOOTHSmooth Laplacian, Reduce the noise on a mesh surface with minimal changes to its shape.SURFACE_DEFORMSurface Deform, Transfer motion from another mesh.WARPWarp, Warp parts of a mesh to a new location in a very flexible way thanks to 2 specified objects.WAVEWave, Adds a ripple-like motion to an object’s geometry.VOLUME_DISPLACEVolume Displace, Deform volume based on noise or other vector fields.CLOTHCloth.COLLISIONCollision.DYNAMIC_PAINTDynamic Paint.EXPLODEExplode, Break apart the mesh faces and let them follow particles.FLUIDFluid.OCEANOcean, Generate a moving ocean surface.PARTICLE_INSTANCEParticle Instance.PARTICLE_SYSTEMParticle System, Spawn particles from the shape.SOFT_BODYSoft Body.SURFACESurface.
- bpy.ops.object.modifier_apply(modifier='', report=False)¶
Apply modifier and remove from the stack
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- bpy.ops.object.modifier_apply_as_shapekey(keep_modifier=False, modifier='', report=False)¶
Apply modifier as a new shape key and remove from the stack
- Parameters
keep_modifier (boolean, (optional)) – Keep Modifier, Do not remove the modifier from stack
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- 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_copy_to_selected(modifier='')¶
Copy the modifier from the active object to all selected objects
- 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_to_index(modifier='', index=0)¶
Change the modifier’s index in the stack so it evaluates after the set number of others
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
index (int in [0, inf], (optional)) – Index, The index to move the modifier to
- 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='', report=False)¶
Remove a modifier from the active object
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- bpy.ops.object.modifier_set_active(modifier='')¶
Activate the modifier to use as the context
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
- bpy.ops.object.move_to_collection(collection_index=- 1, is_new=False, new_collection_name='')¶
Move objects to a collection
- Parameters
collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to move to
is_new (boolean, (optional)) – New, Move objects to a new collection
new_collection_name (string, (optional, never None)) – Name, Name of the newly added collection
- 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='', hide_props_region=True, 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_archive=False, filter_btx=True, filter_collada=False, filter_alembic=False, filter_usd=False, filter_volume=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='', modifier='')¶
Save displacements to an external file
- Parameters
filepath (string, (optional, never None)) – File Path, Path to file
hide_props_region (boolean, (optional)) – Hide Operator Properties, Collapse the region displaying the operator settings
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_archive (boolean, (optional)) – Filter archive files
filter_btx (boolean, (optional)) – Filter btx files
filter_collada (boolean, (optional)) – Filter COLLADA files
filter_alembic (boolean, (optional)) – Filter Alembic files
filter_usd (boolean, (optional)) – Filter USD files
filter_volume (boolean, (optional)) – Filter OpenVDB volume files
filter_folder (boolean, (optional)) – Filter folders
filter_blenlib (boolean, (optional)) – Filter Blender IDs
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 ['DEFAULT', 'LIST_VERTICAL', 'LIST_HORIZONTAL', 'THUMBNAIL'], (optional)) –
Display Type
DEFAULTDefault, Automatically determine display type for files.LIST_VERTICALShort List, Display files as short list.LIST_HORIZONTALLong List, Display files as a detailed list.THUMBNAILThumbnails, Display files as thumbnails.
sort_method (enum in [], (optional)) – File sorting mode
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_rebuild_subdiv(modifier='')¶
Rebuilds all possible subdivisions levels to generate a lower resolution base mesh
- 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='', mode='CATMULL_CLARK')¶
Add a new level of subdivision
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
mode (enum in ['CATMULL_CLARK', 'SIMPLE', 'LINEAR'], (optional)) –
Subdivision Mode, How the mesh is going to be subdivided to create a new level
CATMULL_CLARKCatmull-Clark, Create a new level using Catmull-Clark subdivisions.SIMPLESimple, Create a new level using simple subdivisions.LINEARLinear, Create a new level using linear interpolation of the sculpted displacement.
- bpy.ops.object.multires_unsubdivide(modifier='')¶
Rebuild a lower subdivision level of the current base mesh
- 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', 'ORIGIN_CENTER_OF_VOLUME'], (optional)) –
Type
GEOMETRY_ORIGINGeometry to Origin, Move object geometry to object origin.ORIGIN_GEOMETRYOrigin to Geometry, Calculate the center of geometry based on the current pivot point (median, otherwise bounding box).ORIGIN_CURSOROrigin to 3D Cursor, Move object origin to position of the 3D cursor.ORIGIN_CENTER_OF_MASSOrigin to Center of Mass (Surface), Calculate the center of mass from the surface area.ORIGIN_CENTER_OF_VOLUMEOrigin to Center of Mass (Volume), Calculate the center of mass from the volume (must be manifold geometry with consistent normals).
center (enum in ['MEDIAN', 'BOUNDS'], (optional)) – Center
- bpy.ops.object.parent_clear(type='CLEAR')¶
Clear the object’s parenting
- Parameters
type (enum in ['CLEAR', 'CLEAR_KEEP_TRANSFORM', 'CLEAR_INVERSE'], (optional)) –
Type
CLEARClear Parent, Completely clear the parenting relationship, including involved modifiers if any.CLEAR_KEEP_TRANSFORMClear and Keep Transformation, As ‘Clear Parent’, but keep the current visual transformations of the object.CLEAR_INVERSEClear 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 [-1048574, 1048574], (optional)) – Start, First frame to calculate object paths on
end_frame (int in [-1048574, 1048574], (optional)) – End, Last frame to calculate object paths on
- bpy.ops.object.paths_clear(only_selected=False)¶
Clear path caches for all objects, hold Shift key for selected objects only
- Parameters
only_selected (boolean, (optional)) – Only Selected, Only clear paths from selected objects
- bpy.ops.object.paths_range_update()¶
Update frame range for motion paths from the Scene’s current frame range
- bpy.ops.object.paths_update()¶
Recalculate paths for selected objects
- bpy.ops.object.pointcloud_add(align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Add a point cloud object to the scene
- Parameters
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- 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 library-linked/collection object to make a proxy for
- bpy.ops.object.quadriflow_remesh(use_mesh_symmetry=True, use_preserve_sharp=False, use_preserve_boundary=False, preserve_paint_mask=False, smooth_normals=False, mode='FACES', target_ratio=1.0, target_edge_length=0.1, target_faces=4000, mesh_area=- 1, seed=0)¶
Create a new quad based mesh using the surface data of the current mesh. All data layers will be lost
- Parameters
use_mesh_symmetry (boolean, (optional)) – Use Mesh Symmetry, Generates a symmetrical mesh using the mesh symmetry configuration
use_preserve_sharp (boolean, (optional)) – Preserve Sharp, Try to preserve sharp features on the mesh
use_preserve_boundary (boolean, (optional)) – Preserve Mesh Boundary, Try to preserve mesh boundary on the mesh
preserve_paint_mask (boolean, (optional)) – Preserve Paint Mask, Reproject the paint mask onto the new mesh
smooth_normals (boolean, (optional)) – Smooth Normals, Set the output mesh normals to smooth
mode (enum in ['RATIO', 'EDGE', 'FACES'], (optional)) –
Mode, How to specify the amount of detail for the new mesh
RATIORatio, Specify target number of faces relative to the current mesh.EDGEEdge Length, Input target edge length in the new mesh.FACESFaces, Input target number of faces in the new mesh.
target_ratio (float in [0, inf], (optional)) – Ratio, Relative number of faces compared to the current mesh
target_edge_length (float in [1e-07, inf], (optional)) – Edge Length, Target edge length in the new mesh
target_faces (int in [1, inf], (optional)) – Number of Faces, Approximate number of faces (quads) in the new mesh
mesh_area (float in [-inf, inf], (optional)) – Old Object Face Area, This property is only used to cache the object area for later calculations
seed (int in [0, inf], (optional)) – Seed, Random seed to use with the solver. Different seeds will cause the remesher to come up with different quad layouts on the mesh
- bpy.ops.object.quick_explode(style='EXPLODE', amount=100, frame_duration=50, frame_start=1, frame_end=10, velocity=1.0, fade=True)¶
Make selected objects explode
- Parameters
style (enum in ['EXPLODE', 'BLEND'], (optional)) – Explode Style
amount (int in [2, 10000], (optional)) – Number 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_fur(density='MEDIUM', view_percentage=10, length=0.1)¶
Add fur setup to the selected objects
- 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_liquid(show_flows=False)¶
Make selected objects liquid
- Parameters
show_flows (boolean, (optional)) – Render Liquid Objects, Keep the liquid objects visible during rendering
- File
- bpy.ops.object.quick_smoke(style='SMOKE', show_flows=False)¶
Use selected objects as smoke emitters
- 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 location, rotation, and 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
- bpy.ops.object.rotation_clear(clear_delta=False)¶
Clear the object’s rotation
- Parameters
clear_delta (boolean, (optional)) – Clear Delta, Clear delta rotation in addition to clearing the normal rotation transform
- bpy.ops.object.scale_clear(clear_delta=False)¶
Clear the object’s scale
- Parameters
clear_delta (boolean, (optional)) – Clear Delta, Clear delta scale in addition to clearing the normal scale transform
- 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
TOGGLEToggle, Toggle selection for all elements.SELECTSelect, Select all elements.DESELECTDeselect, Deselect all elements.INVERTInvert, Invert selection of all elements.
- 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', 'HAIR', 'POINTCLOUD', 'VOLUME', 'GPENCIL', 'ARMATURE', 'LATTICE', 'EMPTY', 'LIGHT', 'LIGHT_PROBE', 'CAMERA', 'SPEAKER'], (optional)) – Type
- bpy.ops.object.select_camera(extend=False)¶
Select the active camera
- Parameters
extend (boolean, (optional)) – Extend, Extend the selection
- File
- 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', 'COLLECTION', 'HOOK', 'PASS', 'COLOR', 'KEYINGSET', 'LIGHT_TYPE'], (optional)) –
Type
CHILDREN_RECURSIVEChildren.CHILDRENImmediate Children.PARENTParent.SIBLINGSSiblings, Shared parent.TYPEType, Shared object type.COLLECTIONCollection, Shared collection.HOOKHook.PASSPass, Render pass index.COLORColor, Object color.KEYINGSETKeying Set, Objects included in active Keying Set.LIGHT_TYPELight Type, Matching light types.
- 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
- bpy.ops.object.select_less()¶
Deselect objects at the boundaries of parent/child relationships
- 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', 'DUPGROUP', 'PARTICLE', 'LIBRARY', 'LIBRARY_OBDATA'], (optional)) – Type
- bpy.ops.object.select_mirror(extend=False)¶
Select the mirror objects of the selected object e.g. “L.sword” and “R.sword”
- Parameters
extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first
- bpy.ops.object.select_more()¶
Select connected parent/child objects
- 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
- bpy.ops.object.select_random(ratio=0.5, seed=0, action='SELECT')¶
Set select on random visible objects
- Parameters
ratio (float in [0, 1], (optional)) – Ratio, Portion of items to select randomly
seed (int in [0, inf], (optional)) – Random Seed, Seed for the random number generator
action (enum in ['SELECT', 'DESELECT'], (optional)) –
Action, Selection action to execute
SELECTSelect, Select all elements.DESELECTDeselect, Deselect all elements.
- bpy.ops.object.select_same_collection(collection='')¶
Select object in the same collection
- Parameters
collection (string, (optional, never None)) – Collection, Name of the collection 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.shaderfx_add(type='FX_BLUR')¶
Add a visual effect to the active object
- Parameters
type (enum in ['FX_BLUR', 'FX_COLORIZE', 'FX_FLIP', 'FX_GLOW', 'FX_PIXEL', 'FX_RIM', 'FX_SHADOW', 'FX_SWIRL', 'FX_WAVE'], (optional)) –
Type
FX_BLURBlur, Apply Gaussian Blur to object.FX_COLORIZEColorize, Apply different tint effects.FX_FLIPFlip, Flip image.FX_GLOWGlow, Create a glow effect.FX_PIXELPixelate, Pixelate image.FX_RIMRim, Add a rim to the image.FX_SHADOWShadow, Create a shadow effect.FX_SWIRLSwirl, Create a rotation distortion.FX_WAVEWave Distortion, Apply sinusoidal deformation.
- bpy.ops.object.shaderfx_copy(shaderfx='')¶
Duplicate effect at the same position in the stack
- Parameters
shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
- bpy.ops.object.shaderfx_move_down(shaderfx='')¶
Move effect down in the stack
- Parameters
shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
- bpy.ops.object.shaderfx_move_to_index(shaderfx='', index=0)¶
Change the effect’s position in the list so it evaluates after the set number of others
- Parameters
shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
index (int in [0, inf], (optional)) – Index, The index to move the effect to
- bpy.ops.object.shaderfx_move_up(shaderfx='')¶
Move effect up in the stack
- Parameters
shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
- bpy.ops.object.shaderfx_remove(shaderfx='', report=False)¶
Remove a effect from the active grease pencil object
- Parameters
shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit
report (boolean, (optional)) – Report, Create a notification after the operation
- bpy.ops.object.shape_key_add(from_mix=True)¶
Add shape key to the object
- Parameters
from_mix (boolean, (optional)) – From Mix, Create the new shape key from the existing mix of keys
- bpy.ops.object.shape_key_clear()¶
Clear weights for all shape keys
- bpy.ops.object.shape_key_mirror(use_topology=False)¶
Mirror the current shape key along the local X axis
- Parameters
use_topology (boolean, (optional)) – Topology Mirror, Use topology based mirroring (for when both sides of mesh have matching, unique topology)
- bpy.ops.object.shape_key_move(type='TOP')¶
Move the active shape key up/down in the list
- Parameters
type (enum in ['TOP', 'UP', 'DOWN', 'BOTTOM'], (optional)) –
Type
TOPTop, Top of the list.UPUp.DOWNDown.BOTTOMBottom, Bottom of the list.
- 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 the active shape key of another selected object to this one
- Parameters
mode (enum in ['OFFSET', 'RELATIVE_FACE', 'RELATIVE_EDGE'], (optional)) –
Transformation Mode, Relative shape positions to the new shape method
OFFSETOffset, Apply the relative positional offset.RELATIVE_FACERelative Face, Calculate relative position (using faces).RELATIVE_EDGERelative 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
- bpy.ops.object.skin_armature_create(modifier='')¶
Create an armature that parallels the skin layout
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
- bpy.ops.object.skin_loose_mark_clear(action='MARK')¶
Mark/clear selected vertices as loose
- Parameters
action (enum in ['MARK', 'CLEAR'], (optional)) –
Action
MARKMark, Mark selected vertices as loose.CLEARClear, Set selected vertices as not loose.
- bpy.ops.object.skin_radii_equalize()¶
Make skin radii of selected vertices equal on each axis
- bpy.ops.object.skin_root_mark()¶
Mark selected vertices as roots
- bpy.ops.object.speaker_add(enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Add a speaker object to the scene
- Parameters
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.subdivision_set(level=1, relative=False)¶
Sets a Subdivision Surface level (1 to 5)
- Parameters
level (int in [-100, 100], (optional)) – Level
relative (boolean, (optional)) – Relative, Apply the subdivision surface level as an offset relative to the current level
- File
- bpy.ops.object.surfacedeform_bind(modifier='')¶
Bind mesh to target in surface deform modifier
- Parameters
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
- bpy.ops.object.text_add(radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Add a text object to the scene
- Parameters
radius (float in [0, inf], (optional)) – Radius
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- 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
- bpy.ops.object.transfer_mode(use_eyedropper=False)¶
Switches the active object and assigns the same mode to a new one under the mouse cursor, leaving the active mode in the current one
- Parameters
use_eyedropper (boolean, (optional)) – Use Eyedropper, Pick the object to switch to using an eyedropper
- bpy.ops.object.transform_apply(location=True, rotation=True, scale=True, properties=True)¶
Apply the object’s transformation to its data
- Parameters
location (boolean, (optional)) – Location
rotation (boolean, (optional)) – Rotation
scale (boolean, (optional)) – Scale
properties (boolean, (optional)) – Apply Properties, Modify properties such as curve vertex radius, font size and bone envelope
- bpy.ops.object.transform_axis_target()¶
Interactively point cameras and lights to a location (Ctrl translates)
- bpy.ops.object.transforms_to_deltas(mode='ALL', reset_values=True)¶
Convert normal object transforms to delta transforms, any existing delta transforms will be included as well
- Parameters
mode (enum in ['ALL', 'LOC', 'ROT', 'SCALE'], (optional)) –
Mode, Which transforms to transfer
ALLAll Transforms, Transfer location, rotation, and scale transforms.LOCLocation, Transfer location transforms only.ROTRotation, Transfer rotation transforms only.SCALEScale, Transfer scale transforms only.
reset_values (boolean, (optional)) – Reset Values, Clear transform values after transferring to deltas
- File
- bpy.ops.object.unlink_data()¶
Undocumented, consider contributing.
- 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_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 vertices from groups that have zero weight before inverting
auto_remove (boolean, (optional)) – Remove Weights, Remove vertices from groups that have zero weight after inverting
- bpy.ops.object.vertex_group_levels(group_select_mode='', offset=0.0, gain=1.0)¶
Add some offset and multiply with some gain the weights of the active vertex group
- Parameters
group_select_mode (enum in [], (optional)) – Subset, Define which subset of groups shall be used
offset (float in [-1, 1], (optional)) – Offset, Value to add to weights
gain (float in [0, inf], (optional)) – Gain, Value to multiply weights by
- bpy.ops.object.vertex_group_limit_total(group_select_mode='', limit=4)¶
Limit deform weights associated with a vertex to a specified number by removing lowest weights
- Parameters
group_select_mode (enum in [], (optional)) – Subset, Define which subset of groups shall be used
limit (int in [1, 32], (optional)) – Limit, Maximum number of deform weights
- bpy.ops.object.vertex_group_lock(action='TOGGLE', mask='ALL')¶
Change the lock state of all or some vertex groups of active object
- Parameters
action (enum in ['TOGGLE', 'LOCK', 'UNLOCK', 'INVERT'], (optional)) –
Action, Lock action to execute on vertex groups
TOGGLEToggle, Unlock all vertex groups if there is at least one locked group, lock all in other case.LOCKLock, Lock all vertex groups.UNLOCKUnlock, Unlock all vertex groups.INVERTInvert, Invert the lock state of all vertex groups.
mask (enum in ['ALL', 'SELECTED', 'UNSELECTED', 'INVERT_UNSELECTED'], (optional)) –
Mask, Apply the action based on vertex group selection
ALLAll, Apply action to all vertex groups.SELECTEDSelected, Apply to selected vertex groups.UNSELECTEDUnselected, Apply to unselected vertex groups.INVERT_UNSELECTEDInvert Unselected, Apply the opposite of Lock/Unlock to unselected vertex groups.
- 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 the active vertex group towards
- 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
- 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, all_unlocked=False)¶
Delete the active or all vertex groups from the active object
- Parameters
all (boolean, (optional)) – All, Remove all vertex groups
all_unlocked (boolean, (optional)) – All Unlocked, Remove all unlocked 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 Vertices, 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_smooth(group_select_mode='', factor=0.5, repeat=1, expand=0.0)¶
Smooth weights for selected vertices
- Parameters
group_select_mode (enum in [], (optional)) – Subset, Define which subset of groups shall be used
factor (float in [0, 1], (optional)) – Factor
repeat (int in [1, 10000], (optional)) – Iterations
expand (float in [-1, 1], (optional)) – Expand/Contract, Expand/contract weights
- 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_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 vertices (disabled if vertex group is locked)
- Parameters
weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group
- bpy.ops.object.vertex_weight_set_active(weight_group=- 1)¶
Set as active vertex group
- Parameters
weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group
- bpy.ops.object.visual_transform_apply()¶
Apply the object’s visual transformation to its data
- bpy.ops.object.volume_add(align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Add a volume object to the scene
- Parameters
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.volume_import(filepath='', directory='', files=None, hide_props_region=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_archive=False, filter_btx=False, filter_collada=False, filter_alembic=False, filter_usd=False, filter_volume=True, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='', use_sequence_detection=True, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶
Import OpenVDB volume file
- Parameters
filepath (string, (optional, never None)) – File Path, Path to file
directory (string, (optional, never None)) – Directory, Directory of the file
files (
bpy_prop_collectionofOperatorFileListElement, (optional)) – Fileshide_props_region (boolean, (optional)) – Hide Operator Properties, Collapse the region displaying the operator settings
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_archive (boolean, (optional)) – Filter archive files
filter_btx (boolean, (optional)) – Filter btx files
filter_collada (boolean, (optional)) – Filter COLLADA files
filter_alembic (boolean, (optional)) – Filter Alembic files
filter_usd (boolean, (optional)) – Filter USD files
filter_volume (boolean, (optional)) – Filter OpenVDB volume files
filter_folder (boolean, (optional)) – Filter folders
filter_blenlib (boolean, (optional)) – Filter Blender IDs
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 ['DEFAULT', 'LIST_VERTICAL', 'LIST_HORIZONTAL', 'THUMBNAIL'], (optional)) –
Display Type
DEFAULTDefault, Automatically determine display type for files.LIST_VERTICALShort List, Display files as short list.LIST_HORIZONTALLong List, Display files as a detailed list.THUMBNAILThumbnails, Display files as thumbnails.
sort_method (enum in [], (optional)) – File sorting mode
use_sequence_detection (boolean, (optional)) – Detect Sequences, Automatically detect animated sequences in selected volume files (based on file names)
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLDWorld, Align the new object to the world.VIEWView, Align the new object to the view.CURSOR3D Cursor, Use the 3D cursor orientation for the new 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
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.voxel_remesh()¶
Calculates a new manifold mesh based on the volume of the current mesh. All data layers will be lost
- bpy.ops.object.voxel_size_edit()¶
Modify the mesh voxel size interactively used in the voxel remesher