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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (mathutils.Vector of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object

bpy.ops.object.add_modifier_menu()

Undocumented, consider contributing.

File:

startup/bl_ui/properties_data_modifier.py:234

bpy.ops.object.add_named(linked=False, name='', session_uuid=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_uuid (int in [-inf, inf], (optional)) – Session UUID, Session UUID of the data-block to use by the operator

  • matrix (mathutils.Matrix of 4 * 4 items in [-inf, inf], (optional)) – Matrix

  • drop_x (int in [-inf, inf], (optional)) – Drop X, X-coordinate (screen space) to place the new object under

  • drop_y (int in [-inf, inf], (optional)) – Drop Y, Y-coordinate (screen space) to place the new object under

bpy.ops.object.align(bb_quality=True, align_mode='OPT_2', relative_to='OPT_4', align_axis={})

Align objects

Parameters:
  • bb_quality (boolean, (optional)) – High Quality, Enables high quality but slow calculation of the bounding box for perfect results on complex shape meshes with rotation/scale

  • align_mode (enum in ['OPT_1', 'OPT_2', 'OPT_3'], (optional)) – Align Mode, Side of object to use for alignment

  • relative_to (enum in ['OPT_1', 'OPT_2', 'OPT_3', 'OPT_4'], (optional)) –

    Relative To, Reference location to align to

    • OPT_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:

startup/bl_operators/object_align.py:393

bpy.ops.object.anim_transforms_to_deltas()

Convert object animation for normal transforms to delta transforms

File:

startup/bl_operators/object.py:779

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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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:

startup/bl_operators/object.py:1159

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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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_uuid=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_uuid (int in [-inf, inf], (optional)) – Session UUID, Session UUID 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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (mathutils.Vector of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object

  • use_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_uuid=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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (mathutils.Vector of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object

  • session_uuid (int in [-inf, inf], (optional)) – Session UUID, Session UUID 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

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

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', 'GPENCIL', '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.

    • GPENCIL Grease Pencil (legacy) – Grease Pencil (legacy) from Curve or Mesh objects.

    • POINTCLOUD Point Cloud – Point Cloud from Mesh objects.

    • CURVES Curves – Curves from evaluated curve data.

    • GREASEPENCIL Grease Pencil – Grease Pencil from Grease Pencil (legacy).

  • 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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (mathutils.Vector of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object

bpy.ops.object.data_instance_add(name='', session_uuid=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_uuid (int in [-inf, inf], (optional)) – Session UUID, Session UUID 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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (mathutils.Vector of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object

  • drop_x (int in [-inf, inf], (optional)) – Drop X, X-coordinate (screen space) to place the new object under

  • drop_y (int in [-inf, inf], (optional)) – Drop Y, Y-coordinate (screen space) to place the new object under

bpy.ops.object.data_transfer(use_reverse_transfer=False, use_freeze=False, data_type='', use_create=True, vert_mapping='NEAREST', edge_mapping='NEAREST', loop_mapping='NEAREST_POLYNOR', poly_mapping='NEAREST', use_auto_transform=False, use_object_transform=True, use_max_distance=False, max_distance=1.0, ray_radius=0.0, islands_precision=0.1, layers_select_src='ACTIVE', layers_select_dst='ACTIVE', mix_mode='REPLACE', mix_factor=1.0)

Transfer data layer(s) (weights, edge sharp, etc.) from active to selected meshes

Parameters:
  • use_reverse_transfer (boolean, (optional)) – Reverse Transfer, Transfer from selected objects to active one

  • use_freeze (boolean, (optional)) – Freeze Operator, Prevent changes to settings to re-run the operator, handy to change several things at once with heavy geometry

  • data_type (enum in ['VGROUP_WEIGHTS', 'BEVEL_WEIGHT_VERT', '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_uuid=0, show_datablock_in_modifier=True)

Undocumented, consider contributing.

Parameters:
  • session_uuid (int in [-inf, inf], (optional)) – Session UUID, Session UUID 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_image(filepath='', relative_path=True, name='', session_uuid=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 image type to scene with data

Parameters:
  • filepath (string, (optional, never None)) – Filepath, Path to image file

  • relative_path (boolean, (optional)) – Relative Path, Select the file relative to the blend file

  • name (string, (optional, never None)) – Name, Name of the data-block to use by the operator

  • session_uuid (int in [-inf, inf], (optional)) – Session UUID, Session UUID 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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (mathutils.Vector of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object

bpy.ops.object.drop_named_material(name='', session_uuid=0)

Undocumented, consider contributing.

Parameters:
  • name (string, (optional, never None)) – Name, Name of the data-block to use by the operator

  • session_uuid (int in [-inf, inf], (optional)) – Session UUID, Session UUID 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 objects

  • TRANSFORM_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 objects

  • TRANSFORM_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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (mathutils.Vector of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object

bpy.ops.object.explode_refresh(modifier='')

Refresh data in the Explode modifier

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.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_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()

Move inputs and outputs from in the modifier to a new node group

File:

startup/bl_operators/geometry_nodes.py:142

bpy.ops.object.gpencil_add(radius=1.0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0), type='EMPTY', use_in_front=True, stroke_depth_offset=0.05, use_lights=False, stroke_depth_order='3D')

Add a Grease Pencil (legacy) object to the scene

Parameters:
  • radius (float in [0, inf], (optional)) – Radius

  • align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –

    Align, The alignment of the new object

    • 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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (mathutils.Vector of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object

  • 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.

bpy.ops.object.gpencil_modifier_add(type='GP_THICK')

Add a procedural operation/effect to the active grease pencil object

Parameters:

type (enum in Object Greasepencil Modifier Type Items, (optional)) – Type

bpy.ops.object.gpencil_modifier_apply(apply_as='DATA', modifier='', report=False)

Apply modifier and remove from the stack

Parameters:
  • apply_as (enum in ['DATA', 'SHAPE'], (optional)) –

    Apply As, How to apply the modifier to the geometry

    • DATA Object Data – Apply modifier to the object’s data.

    • SHAPE New Shape – Apply deform-only modifier to a new shape on this object.

  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

  • report (boolean, (optional)) – Report, Create a notification after the operation

bpy.ops.object.gpencil_modifier_copy(modifier='')

Duplicate modifier at the same position in the stack

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.gpencil_modifier_copy_to_selected(modifier='')

Copy the modifier from the active object to all selected objects

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.gpencil_modifier_move_down(modifier='')

Move modifier down in the stack

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.gpencil_modifier_move_to_index(modifier='', index=0)

Change the modifier’s position in the list so it evaluates after the set number of others

Parameters:
  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

  • index (int in [0, inf], (optional)) – Index, The index to move the modifier to

bpy.ops.object.gpencil_modifier_move_up(modifier='')

Move modifier up in the stack

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.gpencil_modifier_remove(modifier='', report=False)

Remove a modifier from the active grease pencil object

Parameters:
  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

  • report (boolean, (optional)) – Report, Create a notification after the operation

bpy.ops.object.grease_pencil_add(type='EMPTY', 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

  • 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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (mathutils.Vector of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object

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

File:

startup/bl_operators/object.py:686

bpy.ops.object.hide_view_clear(select=True)

Reveal temporarily hidden objects

Parameters:

select (boolean, (optional)) – Select

bpy.ops.object.hide_view_set(unselected=False)

Temporarily hide objects from the viewport

Parameters:

unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected objects

bpy.ops.object.hook_add_newob()

Hook selected vertices to a newly created object

bpy.ops.object.hook_add_selob(use_bone=False)

Hook selected vertices to the first selected object

Parameters:

use_bone (boolean, (optional)) – Active Bone, Assign the hook to the hook 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

File:

startup/bl_operators/object.py:864

bpy.ops.object.instance_offset_from_object()

Set offset used for collection instances based on the active object position

File:

startup/bl_operators/object.py:1052

bpy.ops.object.instance_offset_to_cursor()

Set cursor position to the offset used for collection instances

File:

startup/bl_operators/object.py:1035

bpy.ops.object.isolate_type_render()

Hide unselected render objects of same type as active by setting the hide render flag

File:

startup/bl_operators/object.py:666

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)

File:

startup/bl_operators/object.py:569

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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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

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

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

Remove this object or collection from the light linking collection

bpy.ops.object.lightprobe_add(type='CUBEMAP', radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))

Add a light probe object

Parameters:
  • type (enum in ['CUBEMAP', 'PLANAR', 'GRID'], (optional)) –

    Type

    • CUBEMAP Reflection Cubemap – Reflection probe with spherical or cubic attenuation.

    • PLANAR Reflection Plane – Planar reflection probe.

    • GRID Irradiance Volume – Irradiance probe to capture diffuse indirect lighting.

  • radius (float in [0, inf], (optional)) – Radius

  • enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object

  • align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –

    Align, The alignment of the new object

    • 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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (mathutils.Vector of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object

bpy.ops.object.lightprobe_cache_bake(delay=0, subset='ALL')

Bake irradiance volume light cache

Parameters:
  • delay (int in [0, 2000], (optional)) – Delay, Delay in millisecond before baking starts

  • subset (enum in ['ALL', 'DIRTY', 'SELECTED', 'ACTIVE'], (optional)) –

    Subset, Subset of probes to update

    • ALL All Light Probes – Bake all light probes.

    • DIRTY Dirty Only – Only bake light probes that are marked as dirty.

    • SELECTED Selected Only – Only bake selected light probes.

    • ACTIVE Active Only – Only bake the active light probe.

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 Line Art for current GPencil object

bpy.ops.object.lineart_bake_strokes_all()

Bake all Grease Pencil objects that have a line art modifier

bpy.ops.object.lineart_clear()

Clear all strokes in current GPencil object

bpy.ops.object.lineart_clear_all()

Clear all strokes in all Grease Pencil objects that have a line art modifier

Link objects to a collection

Parameters:
  • collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to move to

  • is_new (boolean, (optional)) – New, Move objects to a new collection

  • new_collection_name (string, (optional, never None)) – Name, Name of the newly added collection

bpy.ops.object.load_background_image(filepath='', filter_image=True, filter_folder=True, view_align=True)

Add a reference image into the background behind objects

Parameters:
  • filepath (string, (optional, never None)) – filepath

  • filter_image (boolean, (optional)) – filter_image

  • filter_folder (boolean, (optional)) – filter_folder

  • view_align (boolean, (optional)) – Align to View

File:

startup/bl_operators/object.py:1083

bpy.ops.object.load_reference_image(filepath='', filter_image=True, filter_folder=True, view_align=True)

Add a reference image into the scene between objects

Parameters:
  • filepath (string, (optional, never None)) – filepath

  • filter_image (boolean, (optional)) – filter_image

  • filter_folder (boolean, (optional)) – filter_folder

  • view_align (boolean, (optional)) – Align to View

File:

startup/bl_operators/object.py:1083

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

File:

startup/bl_operators/object.py:1187

bpy.ops.object.lod_clear_all()

Remove all levels of detail from this object

File:

startup/bl_operators/object.py:1237

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:

startup/bl_operators/object.py:966

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

File:

startup/bl_operators/object.py:649

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.

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 UUID 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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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:
bpy.ops.object.modifier_add(type='SUBSURF')

Add a procedural operation/effect to the active object

Parameters:

type (enum in Object Modifier Type Items, (optional)) – Type

bpy.ops.object.modifier_add_asset(asset_library_type='LOCAL', asset_library_identifier='', relative_asset_identifier='')

Add a procedural operation/effect to the active object

Parameters:
  • asset_library_type (enum in Aset 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

bpy.ops.object.modifier_apply(modifier='', report=False, merge_customdata=True, single_user=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

bpy.ops.object.modifier_apply_as_shapekey(keep_modifier=False, modifier='', report=False)

Apply modifier as a new shape key and remove from the stack

Parameters:
  • keep_modifier (boolean, (optional)) – Keep Modifier, Do not remove the modifier from stack

  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

  • report (boolean, (optional)) – Report, Create a notification after the operation

bpy.ops.object.modifier_convert(modifier='')

Convert particles to a mesh object

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.modifier_copy(modifier='')

Duplicate modifier at the same position in the stack

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.modifier_copy_to_selected(modifier='')

Copy the modifier from the active object to all selected objects

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.modifier_move_down(modifier='')

Move modifier down in the stack

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.modifier_move_to_index(modifier='', index=0)

Change the modifier’s index in the stack so it evaluates after the set number of others

Parameters:
  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

  • index (int in [0, inf], (optional)) – Index, The index to move the modifier to

bpy.ops.object.modifier_move_up(modifier='')

Move modifier up in the stack

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.modifier_remove(modifier='', report=False)

Remove a modifier from the active object

Parameters:
  • modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

  • report (boolean, (optional)) – Report, Create a notification after the operation

bpy.ops.object.modifier_set_active(modifier='')

Activate the modifier to use as the context

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.move_to_collection(collection_index=-1, is_new=False, new_collection_name='')

Move objects to a collection

Parameters:
  • collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to move to

  • is_new (boolean, (optional)) – New, Move objects to a new collection

  • new_collection_name (string, (optional, never None)) – Name, Name of the newly added collection

bpy.ops.object.multires_base_apply(modifier='')

Modify the base mesh to conform to the displaced mesh

Parameters:

modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit

bpy.ops.object.multires_external_pack()

Pack displacements from an external file

bpy.ops.object.multires_external_save(filepath='', hide_props_region=True, check_existing=True, filter_blender=False, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_archive=False, filter_btx=True, filter_collada=False, filter_alembic=False, filter_usd=False, filter_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(confirm=True, keep_transform=False)

Set the object’s parenting without setting the inverse parent correction

Parameters:
  • confirm (boolean, (optional)) – Confirm, Prompt for confirmation

  • 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:
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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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_paint_mask=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_paint_mask (boolean, (optional)) – Preserve Paint Mask, Reproject the paint mask onto the new mesh

  • smooth_normals (boolean, (optional)) – Smooth Normals, Set the output mesh normals to smooth

  • mode (enum in ['RATIO', 'EDGE', 'FACES'], (optional)) –

    Mode, How to specify the amount of detail for the new mesh

    • 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:

startup/bl_operators/object_quick_effects.py:260

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:

startup/bl_operators/object_quick_effects.py:91

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:

startup/bl_operators/object_quick_effects.py:544

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:

startup/bl_operators/object_quick_effects.py:438

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 axis

  • use_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 axis

  • use_scale (boolean, (optional)) – Randomize Scale, Randomize the scale values

  • scale_even (boolean, (optional)) – Scale Even, Use the same scale value for all axis

  • scale (float array of 3 items in [-100, 100], (optional)) – Scale, Maximum scale randomization over each axis

File:

startup/bl_operators/object_randomize_transform.py:164

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:

startup/bl_operators/object.py:118

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:

startup/bl_operators/object.py:168

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:

startup/bl_operators/object.py:41

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_flat()

Render and display faces uniform, using Face Normals

bpy.ops.object.shade_smooth(use_auto_smooth=False, auto_smooth_angle=0.523599)

Render and display faces smooth, using interpolated Vertex Normals

Parameters:
  • use_auto_smooth (boolean, (optional)) – Auto Smooth, Enable automatic smooth based on smooth/sharp faces/edges and angle between faces

  • auto_smooth_angle (float in [0, 3.14159], (optional)) – Angle, Maximum angle between face normals that will be considered as smooth (unused if custom split normals data are available)

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()

Clear weights for all shape keys

bpy.ops.object.shape_key_mirror(use_topology=False)

Mirror the current shape key along the local X axis

Parameters:

use_topology (boolean, (optional)) – Topology Mirror, Use topology based mirroring (for when both sides of mesh have matching, unique topology)

bpy.ops.object.shape_key_move(type='TOP')

Move the active shape key up/down in the list

Parameters:

type (enum in ['TOP', 'UP', 'DOWN', 'BOTTOM'], (optional)) –

Type

  • 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:

startup/bl_operators/object.py:466

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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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:

startup/bl_operators/object.py:236

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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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_uuid=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_uuid’ are unset)

  • session_uuid (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)) – Matrix

  • 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.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:

startup/bl_operators/object.py:721

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(confirm=True)

Parent selected objects to the selected vertices

Parameters:

confirm (boolean, (optional)) – Confirm, Prompt for confirmation

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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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 of OperatorFileListElement, (optional)) – Files

  • 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

  • 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 object

  • rotation (mathutils.Euler rotation of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

  • scale (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