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 Object Type Items, (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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
Undocumented, consider contributing.
- bpy.ops.object.add_named(*, linked=False, name='', session_uid=0, matrix=((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)), 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, Name of the data-block to use by the operator
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
matrix (
mathutils.Matrix
of 4 * 4 items in [-inf, inf], (optional)) – Matrixdrop_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_1
Scene Origin – Use the scene origin as the position for the selected objects to align to.OPT_2
3D Cursor – Use the 3D cursor as the position for the selected objects to align to.OPT_3
Selection – Use the selected objects as the position for the selected objects to align to.OPT_4
Active – 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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
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, margin_type='EXTEND', 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 Bake Pass Type Items, (optional)) – Type, Type of pass to bake, some of them may not be supported by the current render engine
pass_filter (enum set in Bake Pass Filter Type Items, (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
margin_type (enum in Bake Margin Type Items, (optional)) – Margin Type, Which algorithm to use to generate the margin
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 Normal Space Items, (optional)) – Normal Space, Choose normal space for baking
normal_r (enum in Normal Swizzle Items, (optional)) – R, Axis to bake in red channel
normal_g (enum in Normal Swizzle Items, (optional)) – G, Axis to bake in green channel
normal_b (enum in Normal Swizzle Items, (optional)) – B, Axis to bake in blue channel
target (enum in Bake Target Items, (optional)) – Target, Where to output the baked map
save_mode (enum in Bake Save Mode Items, (optional)) – Save Mode, Where to save baked image textures
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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.clear_override_library()¶
Delete the selected local overrides and relink their usages to the linked data-blocks if possible, else reset them and mark them as non editable
- bpy.ops.object.collection_add()¶
Add an object to a new collection
- bpy.ops.object.collection_external_asset_drop(*, session_uid=0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0), use_instance=True, drop_x=0, drop_y=0, collection='')¶
Add the dragged collection to the scene
- Parameters:
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added objectuse_instance (boolean, (optional)) – Instance, Add the dropped collection as collection instance
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
collection (enum in [], (optional)) – 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), session_uid=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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added objectsession_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
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 constraints from the selected objects
- bpy.ops.object.constraints_copy()¶
Copy constraints to other selected objects
- bpy.ops.object.convert(*, target='MESH', keep_original=False, merge_customdata=True, angle=1.22173, thickness=5, seams=False, faces=True, offset=0.01)¶
Convert selected objects to another type
- Parameters:
target (enum in ['CURVE', 'MESH', 'POINTCLOUD', 'CURVES', 'GREASEPENCIL'], (optional)) –
Target, Type of object to convert to
CURVE
Curve – Curve from Mesh or Text objects.MESH
Mesh – Mesh from Curve, Surface, Metaball, Text, or Point Cloud objects.POINTCLOUD
Point Cloud – Point Cloud from Mesh objects.CURVES
Curves – Curves from evaluated curve data.GREASEPENCIL
Grease Pencil – Grease Pencil from Curve or Mesh objects.
keep_original (boolean, (optional)) – Keep Original, Keep original objects instead of replacing them
merge_customdata (boolean, (optional)) – Merge UVs, Merge UV coordinates that share a vertex to account for imprecision in some modifiers
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.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.curves_empty_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 an empty curve object to the scene with the selected mesh as surface
- Parameters:
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.curves_random_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 curves object with random curves to the scene
- Parameters:
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.data_instance_add(*, name='', session_uid=0, 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, Name of the data-block to use by the operator
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
type (enum in Id Type Items, (optional)) – Type
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added objectdrop_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', 'COLOR_VERTEX', 'SHARP_EDGE', 'SEAM', 'CREASE', 'BEVEL_WEIGHT_EDGE', 'FREESTYLE_EDGE', 'CUSTOM_NORMAL', 'COLOR_CORNER', 'UV', 'SMOOTH', 'FREESTYLE_FACE'], (optional)) –
Data Type, Which data to transfer
VGROUP_WEIGHTS
Vertex Group(s) – Transfer active or all vertex groups.BEVEL_WEIGHT_VERT
Bevel Weight – Transfer bevel weights.COLOR_VERTEX
Colors – Color Attributes.SHARP_EDGE
Sharp – Transfer sharp mark.SEAM
UV Seam – Transfer UV seam mark.CREASE
Subdivision Crease – Transfer crease values.BEVEL_WEIGHT_EDGE
Bevel Weight – Transfer bevel weights.FREESTYLE_EDGE
Freestyle Mark – Transfer Freestyle edge mark.CUSTOM_NORMAL
Custom Normals – Transfer custom normals.COLOR_CORNER
Colors – Color Attributes.UV
UVs – Transfer UV layers.SMOOTH
Smooth – Transfer flat/smooth mark.FREESTYLE_FACE
Freestyle Mark – Transfer Freestyle face mark.
use_create (boolean, (optional)) – Create Data, Add data layers on destination meshes if needed
vert_mapping (enum in Dt Method Vertex Items, (optional)) – Vertex Mapping, Method used to map source vertices to destination ones
edge_mapping (enum in Dt Method Edge Items, (optional)) – Edge Mapping, Method used to map source edges to destination ones
loop_mapping (enum in Dt Method Loop Items, (optional)) – Face Corner Mapping, Method used to map source faces’ corners to destination ones
poly_mapping (enum in Dt Method Poly Items, (optional)) – Face Mapping, Method used to map source faces to destination ones
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 Dt Layers Select Src Items, (optional)) – Source Layers Selection, Which layers to transfer, in case of multi-layers types
layers_select_dst (enum in Dt Layers Select Dst Items, (optional)) – Destination Layers Matching, How to match source and destination layers
mix_mode (enum in Dt Mix Mode Items, (optional)) – Mix Mode, How to affect destination elements with source values
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', 'COLOR_VERTEX', 'SHARP_EDGE', 'SEAM', 'CREASE', 'BEVEL_WEIGHT_EDGE', 'FREESTYLE_EDGE', 'CUSTOM_NORMAL', 'COLOR_CORNER', 'UV', 'SMOOTH', 'FREESTYLE_FACE'], (optional)) –
Data Type, Which data to transfer
VGROUP_WEIGHTS
Vertex Group(s) – Transfer active or all vertex groups.BEVEL_WEIGHT_VERT
Bevel Weight – Transfer bevel weights.COLOR_VERTEX
Colors – Color Attributes.SHARP_EDGE
Sharp – Transfer sharp mark.SEAM
UV Seam – Transfer UV seam mark.CREASE
Subdivision Crease – Transfer crease values.BEVEL_WEIGHT_EDGE
Bevel Weight – Transfer bevel weights.FREESTYLE_EDGE
Freestyle Mark – Transfer Freestyle edge mark.CUSTOM_NORMAL
Custom Normals – Transfer custom normals.COLOR_CORNER
Colors – Color Attributes.UV
UVs – Transfer UV layers.SMOOTH
Smooth – Transfer flat/smooth mark.FREESTYLE_FACE
Freestyle Mark – Transfer Freestyle face mark.
use_delete (boolean, (optional)) – Exact Match, Also delete some data layers from destination if necessary, so that it matches exactly source
layers_select_src (enum in Dt Layers Select Src Items, (optional)) – Source Layers Selection, Which layers to transfer, in case of multi-layers types
layers_select_dst (enum in Dt Layers Select Dst Items, (optional)) – Destination Layers Matching, How to match source and destination layers
- 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_geometry_nodes(*, session_uid=0, show_datablock_in_modifier=True)¶
Undocumented, consider contributing.
- Parameters:
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the geometry node group being dropped
show_datablock_in_modifier (boolean, (optional)) – Show the datablock selector in the modifier
- bpy.ops.object.drop_named_material(*, name='', session_uid=0)¶
Undocumented, consider contributing.
- Parameters:
name (string, (optional, never None)) – Name, Name of the data-block to use by the operator
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
- 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 Transform Mode Type Items, (optional)) – Mode
- bpy.ops.object.duplicate_move(*, OBJECT_OT_duplicate=None, TRANSFORM_OT_translate=None)¶
Duplicate the 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 the selected objects, but not their object data, 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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
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 Object Empty Drawtype Items, (optional)) – Type
radius (float in [0, inf], (optional)) – Radius
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.empty_image_add(*, filepath='', hide_props_region=True, check_existing=False, filter_blender=False, filter_backup=False, filter_image=True, filter_movie=True, 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_obj=False, filter_volume=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='', name='', session_uid=0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0), background=False)¶
Add an empty image type to scene with data
- 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_obj (boolean, (optional)) – Filter OBJ 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
show_multiview (boolean, (optional)) – Enable Multi-View
use_multiview (boolean, (optional)) – Use Multi-View
display_type (enum in ['DEFAULT', 'LIST_VERTICAL', 'LIST_HORIZONTAL', 'THUMBNAIL'], (optional)) –
Display Type
DEFAULT
Default – Automatically determine display type for files.LIST_VERTICAL
Short List – Display files as short list.LIST_HORIZONTAL
Long List – Display files as a detailed list.THUMBNAIL
Thumbnails – Display files as thumbnails.
sort_method (enum in ['DEFAULT', 'FILE_SORT_ALPHA', 'FILE_SORT_EXTENSION', 'FILE_SORT_TIME', 'FILE_SORT_SIZE', 'ASSET_CATALOG'], (optional)) –
File sorting mode
DEFAULT
Default – Automatically determine sort method for files.FILE_SORT_ALPHA
Name – Sort the file list alphabetically.FILE_SORT_EXTENSION
Extension – Sort the file list by extension/type.FILE_SORT_TIME
Modified Date – Sort files by modification time.FILE_SORT_SIZE
Size – Sort files by size.ASSET_CATALOG
Asset Catalog – Sort the asset list so that assets in the same catalog are kept together. Within a single catalog, assets are ordered by name. The catalogs are in order of the flattened catalog hierarchy..
name (string, (optional, never None)) – Name, Name of the data-block to use by the operator
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added objectbackground (boolean, (optional)) – Put in Background, Make the image render behind all objects
- bpy.ops.object.explode_refresh(*, modifier='')¶
Refresh data in the Explode modifier
- Parameters:
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
- bpy.ops.object.forcefield_toggle()¶
Toggle object’s force field
- bpy.ops.object.game_physics_copy()¶
Copy game physics properties to other selected objects
- bpy.ops.object.game_property_clear()¶
Remove all game properties from all selected objects
- bpy.ops.object.game_property_copy(*, operation='COPY', property='')¶
Copy/merge/replace a game property from active object to all selected objects
- Parameters:
operation (enum in ['REPLACE', 'MERGE', 'COPY'], (optional)) – Operation
property (enum in [], (optional)) – Property, Properties to copy
- bpy.ops.object.game_property_move(*, index=0, direction='UP')¶
Move game property
- Parameters:
index (int in [0, inf], (optional)) – Index, Property index to move
direction (enum in ['UP', 'DOWN'], (optional)) – Direction, Direction for moving the property
- bpy.ops.object.game_property_new(*, type='FLOAT', name='')¶
Create a new property available to the game engine
- Parameters:
type (enum in Gameproperty Type Items, (optional)) – Type, Type of game property to add
name (string, (optional, never None)) – Name, Name of the game property to add
- bpy.ops.object.game_property_remove(*, index=0)¶
Remove game property
- Parameters:
index (int in [0, inf], (optional)) – Index, Property index to remove
- bpy.ops.object.geometry_node_bake_delete_single(*, session_uid=0, modifier_name='', bake_id=0)¶
Delete baked data of a single bake node or simulation
- Parameters:
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
modifier_name (string, (optional, never None)) – Modifier Name, Name of the modifier that contains the node
bake_id (int in [0, inf], (optional)) – Bake ID, Nested node id of the node
- bpy.ops.object.geometry_node_bake_pack_single(*, session_uid=0, modifier_name='', bake_id=0)¶
Pack baked data from disk into the .blend file
- Parameters:
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
modifier_name (string, (optional, never None)) – Modifier Name, Name of the modifier that contains the node
bake_id (int in [0, inf], (optional)) – Bake ID, Nested node id of the node
- bpy.ops.object.geometry_node_bake_single(*, session_uid=0, modifier_name='', bake_id=0)¶
Bake a single bake node or simulation
- Parameters:
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
modifier_name (string, (optional, never None)) – Modifier Name, Name of the modifier that contains the node
bake_id (int in [0, inf], (optional)) – Bake ID, Nested node id of the node
- bpy.ops.object.geometry_node_bake_unpack_single(*, session_uid=0, modifier_name='', bake_id=0, method='USE_LOCAL')¶
Unpack baked data from the .blend file to disk
- Parameters:
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
modifier_name (string, (optional, never None)) – Modifier Name, Name of the modifier that contains the node
bake_id (int in [0, inf], (optional)) – Bake ID, Nested node id of the node
method (enum in ['USE_LOCAL', 'WRITE_LOCAL', 'USE_ORIGINAL', 'WRITE_ORIGINAL'], (optional)) – Method, How to unpack
- bpy.ops.object.geometry_node_tree_copy_assign()¶
Copy the active geometry node group and assign it to the active modifier
- bpy.ops.object.geometry_nodes_input_attribute_toggle(*, input_name='', modifier_name='')¶
Switch between an attribute and a single value to define the data for every element
- Parameters:
input_name (string, (optional, never None)) – Input Name
modifier_name (string, (optional, never None)) – Modifier Name
- bpy.ops.object.geometry_nodes_move_to_nodes(*, use_selected_objects=False)¶
Move inputs and outputs from in the modifier to a new node group
- Parameters:
use_selected_objects (boolean, (optional)) – Selected Objects, Affect all selected objects instead of just the active object
- File:
- bpy.ops.object.grease_pencil_add(*, type='EMPTY', use_in_front=True, stroke_depth_offset=0.05, use_lights=False, stroke_depth_order='3D', 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 Grease Pencil object to the scene
- Parameters:
type (enum in Object Gpencil Type Items, (optional)) – Type
use_in_front (boolean, (optional)) – Show In Front, Show Line Art Grease Pencil in front of everything
stroke_depth_offset (float in [0, inf], (optional)) – Stroke Offset, Stroke offset for the Line Art modifier
use_lights (boolean, (optional)) – Use Lights, Use lights for this Grease Pencil object
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’)
2D
2D Layers – Display strokes using Grease Pencil layers to define order.3D
3D Location – Display strokes using real 3D position in 3D space.
radius (float in [0, inf], (optional)) – Radius
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.grease_pencil_dash_modifier_segment_add(*, modifier='')¶
Add a segment to the dash modifier
- Parameters:
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
- bpy.ops.object.grease_pencil_dash_modifier_segment_move(*, modifier='', type='UP')¶
Move the active dash segment up or down
- Parameters:
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
type (enum in ['UP', 'DOWN'], (optional)) – Type
- bpy.ops.object.grease_pencil_dash_modifier_segment_remove(*, modifier='', index=0)¶
Remove the active segment from the dash modifier
- Parameters:
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
index (int in [0, inf], (optional)) – Index, Index of the segment to remove
- bpy.ops.object.grease_pencil_time_modifier_segment_add(*, modifier='')¶
Add a segment to the time modifier
- Parameters:
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
- bpy.ops.object.grease_pencil_time_modifier_segment_move(*, modifier='', type='UP')¶
Move the active time segment up or down
- Parameters:
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
type (enum in ['UP', 'DOWN'], (optional)) – Type
- bpy.ops.object.grease_pencil_time_modifier_segment_remove(*, modifier='', index=0)¶
Remove the active segment from the time modifier
- Parameters:
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
index (int in [0, inf], (optional)) – Index, Index of the segment to remove
- bpy.ops.object.hide_collection(*, collection_index=-1, toggle=False, extend=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
extend (boolean, (optional)) – Extend, Extend 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, Select revealed objects
- 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 object’s 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.instance_offset_from_object()¶
Set offset used for collection instances based on the active object position
- bpy.ops.object.instance_offset_to_cursor()¶
Set cursor position to the offset used for collection instances
- 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 Light Type Items, (optional)) – Type
radius (float in [0, inf], (optional)) – Radius
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.light_linking_blocker_collection_new()¶
Create new light linking collection used by the active emitter
- bpy.ops.object.light_linking_blockers_link(*, link_state='INCLUDE')¶
Light link selected blockers to the active emitter object
- Parameters:
link_state (enum in ['INCLUDE', 'EXCLUDE'], (optional)) –
Link State, State of the shadow linking
INCLUDE
Include – Include selected blockers to cast shadows from the active emitter.EXCLUDE
Exclude – Exclude selected blockers from casting shadows from the active emitter.
- bpy.ops.object.light_linking_blockers_select()¶
Select all objects which block light from this emitter
- bpy.ops.object.light_linking_receiver_collection_new()¶
Create new light linking collection used by the active emitter
- bpy.ops.object.light_linking_receivers_link(*, link_state='INCLUDE')¶
Light link selected receivers to the active emitter object
- Parameters:
link_state (enum in ['INCLUDE', 'EXCLUDE'], (optional)) –
Link State, State of the light linking
INCLUDE
Include – Include selected receivers to receive light from the active emitter.EXCLUDE
Exclude – Exclude selected receivers from receiving light from the active emitter.
- bpy.ops.object.light_linking_receivers_select()¶
Select all objects which receive light from this emitter
- bpy.ops.object.light_linking_unlink_from_collection()¶
Remove this object or collection from the light linking collection
- bpy.ops.object.lightprobe_add(*, type='SPHERE', 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 ['SPHERE', 'PLANE', 'VOLUME'], (optional)) –
Type
SPHERE
Sphere – Light probe that captures precise lighting from all directions at a single point in space.PLANE
Plane – Light probe that captures incoming light from a single direction on a plane.VOLUME
Volume – Light probe that captures low frequency lighting inside a volume.
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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
- bpy.ops.object.lightprobe_cache_bake(*, subset='ALL')¶
Bake irradiance volume light cache
- Parameters:
subset (enum in ['ALL', 'SELECTED', 'ACTIVE'], (optional)) –
Subset, Subset of probes to update
ALL
All Volumes – Bake all light probe volumes.SELECTED
Selected Only – Only bake selected light probe volumes.ACTIVE
Active Only – Only bake the active light probe volume.
- bpy.ops.object.lightprobe_cache_free(*, subset='SELECTED')¶
Delete cached indirect lighting
- Parameters:
subset (enum in ['ALL', 'SELECTED', 'ACTIVE'], (optional)) –
Subset, Subset of probes to update
ALL
All Light Probes – Delete all light probes’ baked lighting data.SELECTED
Selected Only – Only delete selected light probes’ baked lighting data.ACTIVE
Active Only – Only delete the active light probe’s baked lighting data.
- bpy.ops.object.lineart_bake_strokes(*, bake_all=False)¶
Bake Line Art for current Grease Pencil object
- Parameters:
bake_all (boolean, (optional)) – Bake All, Bake all Line Art modifiers
- bpy.ops.object.lineart_clear(*, clear_all=False)¶
Clear all strokes in current Grease Pencil object
- Parameters:
clear_all (boolean, (optional)) – Clear All, Clear all Line Art modifier bakes
- 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.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.lod_add()¶
Add a level of detail to this object
- bpy.ops.object.lod_by_name()¶
Add levels of detail to this object based on object names
- bpy.ops.object.lod_clear_all()¶
Remove all levels of detail from this object
- bpy.ops.object.lod_generate(*, count=3, target=0.1, package=False)¶
Generate levels of detail using the decimate modifier
- Parameters:
count (int in [-inf, inf], (optional)) – Count
target (float in [0, 1], (optional)) – Target Size
package (boolean, (optional)) – Package into Group
- File:
- bpy.ops.object.lod_remove(*, index=1)¶
Remove a level of detail from this object
- Parameters:
index (int in [1, inf], (optional)) – Index
- bpy.ops.object.logic_bricks_copy()¶
Copy logic bricks to other selected objects
- bpy.ops.object.make_dupli_face()¶
Convert objects into 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
OBDATA
Link Object Data – Replace assigned Object Data.MATERIAL
Link Materials – Replace assigned Materials.ANIMATION
Link Animation Data – Replace assigned Animation Data.GROUPS
Link Collections – Replace assigned Collections.DUPLICOLLECTION
Link Instance Collection – Replace assigned Collection Instance.FONTS
Link Fonts to Text – Replace Text object Fonts.MODIFIERS
Copy Modifiers – Replace Modifiers.EFFECTS
Copy 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=0)¶
Create a local override of the selected linked objects, and their hierarchy of dependencies
- Parameters:
collection (int in [-inf, inf], (optional)) – Override Collection, Session UID of the 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, obdata_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 object animation data local to each object
obdata_animation (boolean, (optional)) – Object Data Animation, Make object data (mesh, curve etc.) 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 Metaelem Type Items, (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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
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 Mode Items, (optional)) – Mode
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 Mode Items, (optional)) – Mode
toggle (boolean, (optional)) – Toggle
mesh_select_mode (enum set in Mesh Select Mode Items, (optional)) – Mesh Mode
- bpy.ops.object.modifier_add(*, type='SUBSURF', use_selected_objects=False)¶
Add a procedural operation/effect to the active object
- Parameters:
type (enum in Object Modifier Type Items, (optional)) – Type
use_selected_objects (boolean, (optional)) – Selected Objects, Affect all selected objects instead of just the active object
- bpy.ops.object.modifier_add_node_group(*, asset_library_type='LOCAL', asset_library_identifier='', relative_asset_identifier='', session_uid=0, use_selected_objects=False)¶
Add a procedural operation/effect to the active object
- Parameters:
asset_library_type (enum in Asset Library Type Items, (optional)) – Asset Library Type
asset_library_identifier (string, (optional, never None)) – Asset Library Identifier
relative_asset_identifier (string, (optional, never None)) – Relative Asset Identifier
session_uid (int in [-inf, inf], (optional)) – Session UID, Session UID of the data-block to use by the operator
use_selected_objects (boolean, (optional)) – Selected Objects, Affect all selected objects instead of just the active object
- bpy.ops.object.modifier_apply(*, modifier='', report=False, merge_customdata=True, single_user=False, all_keyframes=False, use_selected_objects=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
merge_customdata (boolean, (optional)) – Merge UVs, For mesh objects, merge UV coordinates that share a vertex to account for imprecision in some modifiers
single_user (boolean, (optional)) – Make Data Single User, Make the object’s data single user if needed
all_keyframes (boolean, (optional)) – Apply to all keyframes, For Grease Pencil objects, apply the modifier to all the keyframes
use_selected_objects (boolean, (optional)) – Selected Objects, Affect all selected objects instead of just the active object
- bpy.ops.object.modifier_apply_as_shapekey(*, keep_modifier=False, modifier='', report=False, use_selected_objects=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
use_selected_objects (boolean, (optional)) – Selected Objects, Affect all selected objects instead of just the active object
- 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='', use_selected_objects=False)¶
Duplicate modifier at the same position in the stack
- Parameters:
modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit
use_selected_objects (boolean, (optional)) – Selected Objects, Affect all selected objects instead of just the active object
- 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, use_selected_objects=False)¶
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
use_selected_objects (boolean, (optional)) – Selected Objects, Affect all selected objects instead of just the active object
- 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, use_selected_objects=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
use_selected_objects (boolean, (optional)) – Selected Objects, Affect all selected objects instead of just the active object
- 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.modifiers_clear()¶
Clear all modifiers from the selected objects
- bpy.ops.object.modifiers_copy_to_selected()¶
Copy modifiers to other selected objects
- 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_obj=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_obj (boolean, (optional)) – Filter OBJ 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
DEFAULT
Default – Automatically determine display type for files.LIST_VERTICAL
Short List – Display files as short list.LIST_HORIZONTAL
Long List – Display files as a detailed list.THUMBNAIL
Thumbnails – 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_CLARK
Catmull-Clark – Create a new level using Catmull-Clark subdivisions.SIMPLE
Simple – Create a new level using simple subdivisions.LINEAR
Linear – 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_ORIGIN
Geometry to Origin – Move object geometry to object origin.ORIGIN_GEOMETRY
Origin to Geometry – Calculate the center of geometry based on the current pivot point (median, otherwise bounding box).ORIGIN_CURSOR
Origin to 3D Cursor – Move object origin to position of the 3D cursor.ORIGIN_CENTER_OF_MASS
Origin to Center of Mass (Surface) – Calculate the center of mass from the surface area.ORIGIN_CENTER_OF_VOLUME
Origin 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
CLEAR
Clear Parent – Completely clear the parenting relationship, including involved modifiers if any.CLEAR_KEEP_TRANSFORM
Clear and Keep Transformation – As ‘Clear Parent’, but keep the current visual transformations of the object.CLEAR_INVERSE
Clear Parent Inverse – Reset the transform corrections applied to the parenting relationship, does not remove parenting itself.
- bpy.ops.object.parent_inverse_apply()¶
Apply the object’s parent inverse to its data
- bpy.ops.object.parent_no_inverse_set(*, keep_transform=False)¶
Set the object’s parenting without setting the inverse parent correction
- Parameters:
keep_transform (boolean, (optional)) – Keep Transform, Preserve the world transform throughout parenting
- 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(*, display_type='RANGE', range='SCENE')¶
Generate motion paths for the selected objects
- Parameters:
display_type (enum in Motionpath Display Type Items, (optional)) – Display type
range (enum in Motionpath Range Items, (optional)) – Computation Range
- bpy.ops.object.paths_clear(*, only_selected=False)¶
Undocumented, consider contributing.
- Parameters:
only_selected (boolean, (optional)) – Only Selected, Only clear motion paths of selected objects
- bpy.ops.object.paths_update()¶
Recalculate motion paths for selected objects
- bpy.ops.object.paths_update_visible()¶
Recalculate all visible motion paths for objects and poses
- 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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
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.quadriflow_remesh(*, use_mesh_symmetry=True, use_preserve_sharp=False, use_preserve_boundary=False, preserve_attributes=False, smooth_normals=False, mode='FACES', target_ratio=1.0, target_edge_length=0.1, target_faces=4000, mesh_area=-1.0, 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_attributes (boolean, (optional)) – Preserve Attributes, Reproject attributes 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
RATIO
Ratio – Specify target number of faces relative to the current mesh.EDGE
Edge Length – Input target edge length in the new mesh.FACES
Faces – 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', length=0.1, radius=0.001, view_percentage=1.0, apply_hair_guides=True, use_noise=True, use_frizz=True)¶
Add a fur setup to the selected objects
- Parameters:
density (enum in ['LOW', 'MEDIUM', 'HIGH'], (optional)) – Density
length (float in [0.001, 100], (optional)) – Length
radius (float in [0, 10], (optional)) – Hair Radius
view_percentage (float in [0, 1], (optional)) – View Percentage
apply_hair_guides (boolean, (optional)) – Apply Hair Guides
use_noise (boolean, (optional)) – Noise
use_frizz (boolean, (optional)) – Frizz
- 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 (
mathutils.Vector
of 3 items in [-100, 100], (optional)) – Location, Maximum distance the objects can spread over each axisuse_rot (boolean, (optional)) – Randomize Rotation, Randomize the rotation values
rot (
mathutils.Euler
rotation of 3 items in [-3.14159, 3.14159], (optional)) – Rotation, Maximum rotation over each axisuse_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.reset_override_library()¶
Reset the selected local overrides to their linked references values
- 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
TOGGLE
Toggle – Toggle selection for all elements.SELECT
Select – Select all elements.DESELECT
Deselect – Deselect all elements.INVERT
Invert – Invert selection of all elements.
- bpy.ops.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 Object Type Items, (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', 'PROPERTIES', 'KEYINGSET', 'LIGHT_TYPE'], (optional)) –
Type
CHILDREN_RECURSIVE
Children.CHILDREN
Immediate Children.PARENT
Parent.SIBLINGS
Siblings – Shared parent.TYPE
Type – Shared object type.COLLECTION
Collection – Shared collection.HOOK
Hook.PASS
Pass – Render pass index.COLOR
Color – Object color.PROPERTIES
Properties – Game Properties.KEYINGSET
Keying Set – Objects included in active Keying Set.LIGHT_TYPE
Light 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')¶
Select or deselect 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
SELECT
Select – Select all elements.DESELECT
Deselect – 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_auto_smooth(*, use_auto_smooth=True, angle=0.523599)¶
Add modifier to automatically set the sharpness of mesh edges based on the angle between the neighboring faces
- Parameters:
use_auto_smooth (boolean, (optional)) – Auto Smooth, Add modifier to set edge sharpness automatically
angle (float in [0, 3.14159], (optional)) – Angle, Maximum angle between face normals that will be considered as smooth
- bpy.ops.object.shade_flat(*, keep_sharp_edges=True)¶
Render and display faces uniform, using face normals
- Parameters:
keep_sharp_edges (boolean, (optional)) – Keep Sharp Edges, Don’t remove sharp edges, which are redundant with faces shaded smooth
- bpy.ops.object.shade_smooth(*, keep_sharp_edges=True)¶
Render and display faces smooth, using interpolated vertex normals
- Parameters:
keep_sharp_edges (boolean, (optional)) – Keep Sharp Edges, Don’t remove sharp edges. Tagged edges will remain sharp
- bpy.ops.object.shade_smooth_by_angle(*, angle=0.523599, keep_sharp_edges=True)¶
Set the sharpness of mesh edges based on the angle between the neighboring faces
- Parameters:
angle (float in [0, 3.14159], (optional)) – Angle, Maximum angle between face normals that will be considered as smooth
keep_sharp_edges (boolean, (optional)) – Keep Sharp Edges, Only add sharp edges instead of clearing existing tags first
- bpy.ops.object.shaderfx_add(*, type='FX_BLUR')¶
Add a visual effect to the active object
- Parameters:
type (enum in Object Shaderfx Type Items, (optional)) – Type
- 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()¶
Reset the weights of all shape keys to 0 or to the closest value respecting the limits
- bpy.ops.object.shape_key_lock(*, action='LOCK')¶
Change the lock state of all shape keys of active object
- Parameters:
action (enum in ['LOCK', 'UNLOCK'], (optional)) –
Action, Lock action to execute on vertex groups
LOCK
Lock – Lock all shape keys.UNLOCK
Unlock – Unlock 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
TOP
Top – Top of the list.UP
Up.DOWN
Down.BOTTOM
Bottom – Bottom of the list.
- bpy.ops.object.shape_key_remove(*, all=False, apply_mix=False)¶
Remove shape key from the object
- Parameters:
all (boolean, (optional)) – All, Remove all shape keys
apply_mix (boolean, (optional)) – Apply Mix, Apply current mix of shape keys to the geometry before removing them
- 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
OFFSET
Offset – Apply the relative positional offset.RELATIVE_FACE
Relative Face – Calculate relative position (using faces).RELATIVE_EDGE
Relative Edge – Calculate relative position (using edges).
use_clamp (boolean, (optional)) – Clamp Offset, Clamp the transformation to the distance each vertex moves in the original shape
- File:
- bpy.ops.object.simulation_nodes_cache_bake(*, selected=False)¶
Bake simulations in geometry nodes modifiers
- Parameters:
selected (boolean, (optional)) – Selected, Bake cache on all selected objects
- bpy.ops.object.simulation_nodes_cache_calculate_to_frame(*, selected=False)¶
Calculate simulations in geometry nodes modifiers from the start to current frame
- Parameters:
selected (boolean, (optional)) – Selected, Calculate all selected objects instead of just the active object
- bpy.ops.object.simulation_nodes_cache_delete(*, selected=False)¶
Delete cached/baked simulations in geometry nodes modifiers
- Parameters:
selected (boolean, (optional)) – Selected, Delete cache on all selected objects
- 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
MARK
Mark – Mark selected vertices as loose.CLEAR
Clear – 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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
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_flash_on_transfer=True)¶
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_flash_on_transfer (boolean, (optional)) – Flash On Transfer, Flash the target object when transferring the mode
- bpy.ops.object.transform_apply(*, location=True, rotation=True, scale=True, properties=True, isolate_users=False)¶
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
isolate_users (boolean, (optional)) – Isolate Multi User Data, Create new object-data users if needed
- bpy.ops.object.transform_axis_target()¶
Interactively point cameras and lights to a location (Ctrl translates)
- bpy.ops.object.transform_to_mouse(*, name='', session_uid=0, matrix=((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)), drop_x=0, drop_y=0)¶
Snap selected item(s) to the mouse location
- Parameters:
name (string, (optional, never None)) – Name, Object name to place (uses the active object when this and ‘session_uid’ are unset)
session_uid (int in [-inf, inf], (optional)) – Session UUID, Session UUID of the object to place (uses the active object when this and ‘name’ are unset)
matrix (
mathutils.Matrix
of 4 * 4 items in [-inf, inf], (optional)) – Matrixdrop_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.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
ALL
All Transforms – Transfer location, rotation, and scale transforms.LOC
Location – Transfer location transforms only.ROT
Rotation – Transfer rotation transforms only.SCALE
Scale – 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_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_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
TOGGLE
Toggle – Unlock all vertex groups if there is at least one locked group, lock all in other case.LOCK
Lock – Lock all vertex groups.UNLOCK
Unlock – Unlock all vertex groups.INVERT
Invert – Invert the lock state of all vertex groups.
mask (enum in ['ALL', 'SELECTED', 'UNSELECTED', 'INVERT_UNSELECTED'], (optional)) –
Mask, Apply the action based on vertex group selection
ALL
All – Apply action to all vertex groups.SELECTED
Selected – Apply to selected vertex groups.UNSELECTED
Unselected – Apply to unselected vertex groups.INVERT_UNSELECTED
Invert 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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
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, check_existing=False, 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_obj=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_collection
ofOperatorFileListElement
, (optional)) – Fileshide_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_obj (boolean, (optional)) – Filter OBJ 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
DEFAULT
Default – Automatically determine display type for files.LIST_VERTICAL
Short List – Display files as short list.LIST_HORIZONTAL
Long List – Display files as a detailed list.THUMBNAIL
Thumbnails – 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
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added objectrotation (
mathutils.Euler
rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added objectscale (
mathutils.Vector
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