Object(ID)¶
Basic Object Operations Example¶
This script demonstrates basic operations on object like creating new object, placing it into a view layer, selecting it and making it active.
import bpy
view_layer = bpy.context.view_layer
# Create new light datablock.
light_data = bpy.data.lights.new(name="New Light", type='POINT')
# Create new object with our light datablock.
light_object = bpy.data.objects.new(name="New Light", object_data=light_data)
# Link light object to the active collection of current view layer,
# so that it'll appear in the current scene.
view_layer.active_layer_collection.collection.objects.link(light_object)
# Place light to a specified location.
light_object.location = (5.0, 5.0, 5.0)
# And finally select it and make it active.
light_object.select_set(True)
view_layer.objects.active = light_object
base classes — bpy_struct
, ID
- class bpy.types.Object(ID)¶
Object data-block defining an object in a scene
- active_material_index¶
Index of active material slot
- Type:
int in [0, inf], default 0
- active_selection_set¶
Index of the currently active selection set
- Type:
int in [-inf, inf], default 0
- active_shape_key_index¶
Current shape key index
- Type:
int in [-32768, 32767], default 0
- add_rest_position_attribute¶
Add a “rest_position” attribute that is a copy of the position attribute before shape keys and modifiers are evaluated
- Type:
boolean, default False
- bound_box¶
Object’s bounding box in object-space coordinates, all values are -1.0 when not available
- Type:
float multi-dimensional array of 8 * 3 items in [-inf, inf], default ((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, 0.0, 0.0), (0.0, 0.0, 0.0), (0.0, 0.0, 0.0)), (readonly)
- collision¶
Settings for using the object as a collider in physics simulation
- Type:
CollisionSettings
, (readonly)
- color¶
Object color and alpha, used when the Object Color mode is enabled
- Type:
float array of 4 items in [0, inf], default (1.0, 1.0, 1.0, 1.0)
- constraints¶
Constraints affecting the transformation of the object
- Type:
ObjectConstraints
bpy_prop_collection
ofConstraint
, (readonly)
- delta_location¶
Extra translation added to the location of the object
- Type:
mathutils.Vector
of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
- delta_rotation_euler¶
Extra rotation added to the rotation of the object (when using Euler rotations)
- Type:
mathutils.Euler
rotation of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
- delta_rotation_quaternion¶
Extra rotation added to the rotation of the object (when using Quaternion rotations)
- Type:
mathutils.Quaternion
rotation of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0)
- delta_scale¶
Extra scaling added to the scale of the object
- Type:
mathutils.Vector
of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)
- dimensions¶
Absolute bounding box dimensions of the object. Warning: Assigning to it or its members multiple consecutive times will not work correctly, as this needs up-to-date evaluated data
- Type:
mathutils.Vector
of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
- display¶
Object display settings for 3D viewport
- Type:
ObjectDisplay
, (readonly, never None)
- display_bounds_type¶
Object boundary display type
BOX
Box – Display bounds as box.SPHERE
Sphere – Display bounds as sphere.CYLINDER
Cylinder – Display bounds as cylinder.CONE
Cone – Display bounds as cone.CAPSULE
Capsule – Display bounds as capsule.
- Type:
enum in [‘BOX’, ‘SPHERE’, ‘CYLINDER’, ‘CONE’, ‘CAPSULE’], default ‘BOX’
- display_type¶
How to display object in viewport
BOUNDS
Bounds – Display the bounds of the object.WIRE
Wire – Display the object as a wireframe.SOLID
Solid – Display the object as a solid (if solid drawing is enabled in the viewport).TEXTURED
Textured – Display the object with textures (if textures are enabled in the viewport).
- Type:
enum in [‘BOUNDS’, ‘WIRE’, ‘SOLID’, ‘TEXTURED’], default ‘TEXTURED’
- empty_display_size¶
Size of display for empties in the viewport
- Type:
float in [0.0001, 1000], default 1.0
- empty_display_type¶
Viewport display style for empties
- Type:
enum in Object Empty Drawtype Items, default ‘PLAIN_AXES’
- empty_image_depth¶
Determine which other objects will occlude the image
- Type:
enum in [‘DEFAULT’, ‘FRONT’, ‘BACK’], default ‘DEFAULT’
- empty_image_offset¶
Origin offset distance
- Type:
float array of 2 items in [-inf, inf], default (-0.5, -0.5)
- empty_image_side¶
Show front/back side
- Type:
enum in [‘DOUBLE_SIDED’, ‘FRONT’, ‘BACK’], default ‘DOUBLE_SIDED’
- field¶
Settings for using the object as a field in physics simulation
- Type:
FieldSettings
, (readonly)
- game¶
Game engine related settings for the object
- Type:
GameObjectSettings
, (readonly, never None)
- hide_probe_plane¶
Globally disable in planar light probes
- Type:
boolean, default False
- hide_probe_sphere¶
Globally disable in spherical light probes
- Type:
boolean, default False
- hide_probe_volume¶
Globally disable in volume probes
- Type:
boolean, default False
- hide_render¶
Globally disable in renders
- Type:
boolean, default False
- hide_select¶
Disable selection in viewport
- Type:
boolean, default False
- hide_viewport¶
Globally disable in viewports
- Type:
boolean, default False
- image_user¶
Parameters defining which layer, pass and frame of the image is displayed
- Type:
ImageUser
, (readonly, never None)
- instance_collection¶
Instance an existing collection
- Type:
- instance_faces_scale¶
Scale the face instance objects
- Type:
float in [0.001, 10000], default 1.0
- instance_type¶
If not None, object instancing method to use
NONE
None.VERTS
Vertices – Instantiate child objects on all vertices.FACES
Faces – Instantiate child objects on all faces.COLLECTION
Collection – Enable collection instancing.
- Type:
enum in [‘NONE’, ‘VERTS’, ‘FACES’, ‘COLLECTION’], default ‘NONE’
- is_from_instancer¶
Object comes from a instancer
- Type:
boolean, default False, (readonly)
- is_from_set¶
Object comes from a background set
- Type:
boolean, default False, (readonly)
- is_holdout¶
Render objects as a holdout or matte, creating a hole in the image with zero alpha, to fill out in compositing with real footage or another render
- Type:
boolean, default False
- is_instancer¶
- Type:
boolean, default False, (readonly)
- is_shadow_catcher¶
Only render shadows and reflections on this object, for compositing renders into real footage. Objects with this setting are considered to already exist in the footage, objects without it are synthetic objects being composited into it.
- Type:
boolean, default False
- light_linking¶
Light linking settings
- Type:
ObjectLightLinking
, (readonly, never None)
- lightgroup¶
Lightgroup that the object belongs to
- Type:
string, default “”, (never None)
- lineart¶
Line Art settings for the object
- Type:
ObjectLineArt
, (readonly)
- location¶
Location of the object
- Type:
mathutils.Vector
of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
- lock_location¶
Lock editing of location when transforming
- Type:
boolean array of 3 items, default (False, False, False)
- lock_rotation¶
Lock editing of rotation when transforming
- Type:
boolean array of 3 items, default (False, False, False)
- lock_rotation_w¶
Lock editing of ‘angle’ component of four-component rotations when transforming
- Type:
boolean, default False
- lock_rotations_4d¶
Lock editing of four component rotations by components (instead of as Eulers)
- Type:
boolean, default True
- lock_scale¶
Lock editing of scale when transforming
- Type:
boolean array of 3 items, default (False, False, False)
- lod_factor¶
The factor applied to distance computed in Lod
- Type:
float in [0, inf], default 1.0
- lod_levels¶
A collection of detail levels to automatically switch between
- Type:
bpy_prop_collection
ofLodLevel
, (readonly)
- material_slots¶
Material slots in the object
- Type:
bpy_prop_collection
ofMaterialSlot
, (readonly)
- matrix_basis¶
Matrix access to location, rotation and scale (including deltas), before constraints and parenting are applied
- Type:
mathutils.Matrix
of 4 * 4 items in [-inf, inf], default ((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))
- matrix_local¶
Parent relative transformation matrix. Warning: Only takes into account object parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent bone
- Type:
mathutils.Matrix
of 4 * 4 items in [-inf, inf], default ((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))
- matrix_parent_inverse¶
Inverse of object’s parent matrix at time of parenting
- Type:
mathutils.Matrix
of 4 * 4 items in [-inf, inf], default ((1.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, 0.0, 0.0, 1.0))
- matrix_world¶
Worldspace transformation matrix
- Type:
mathutils.Matrix
of 4 * 4 items in [-inf, inf], default ((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))
- mode¶
Object interaction mode
- Type:
enum in Object Mode Items, default ‘OBJECT’, (readonly)
- modifiers¶
Modifiers affecting the geometric data of the object
- Type:
ObjectModifiers
bpy_prop_collection
ofModifier
, (readonly)
- motion_path¶
Motion Path for this element
- Type:
MotionPath
, (readonly)
- override_game_transform_priority¶
Override logic transform with depsgraph autotransform
- Type:
boolean, default False
- parent_bone¶
Name of parent bone in case of a bone parenting relation
- Type:
string, default “”, (never None)
- parent_type¶
Type of parent relation
OBJECT
Object – The object is parented to an object.ARMATURE
Armature.LATTICE
Lattice – The object is parented to a lattice.VERTEX
Vertex – The object is parented to a vertex.VERTEX_3
3 Vertices.BONE
Bone – The object is parented to a bone.
- Type:
enum in [‘OBJECT’, ‘ARMATURE’, ‘LATTICE’, ‘VERTEX’, ‘VERTEX_3’, ‘BONE’], default ‘OBJECT’
- parent_vertices¶
Indices of vertices in case of a vertex parenting relation
- Type:
int array of 3 items in [0, inf], default (0, 0, 0)
- particle_systems¶
Particle systems emitted from the object
- Type:
ParticleSystems
bpy_prop_collection
ofParticleSystem
, (readonly)
- pass_index¶
Index number for the “Object Index” render pass
- Type:
int in [0, 32767], default 0
- rigid_body¶
Settings for rigid body simulation
- Type:
RigidBodyObject
, (readonly)
- rigid_body_constraint¶
Constraint constraining rigid bodies
- Type:
RigidBodyConstraint
, (readonly)
- rotation_axis_angle¶
Angle of Rotation for Axis-Angle rotation representation
- Type:
float array of 4 items in [-inf, inf], default (0.0, 0.0, 1.0, 0.0)
- rotation_euler¶
Rotation in Eulers
- Type:
mathutils.Euler
rotation of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
- rotation_mode¶
- Type:
enum in Object Rotation Mode Items, default ‘XYZ’
- rotation_quaternion¶
Rotation in Quaternions
- Type:
mathutils.Quaternion
rotation of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0)
- scale¶
Scaling of the object
- Type:
mathutils.Vector
of 3 items in [-inf, inf], default (1.0, 1.0, 1.0)
- selection_sets¶
List of groups of bones for easy selection
- Type:
bpy_prop_collection
ofSelectionSet
, (readonly)
- shader_effects¶
Effects affecting display of object
- Type:
ObjectShaderFx
bpy_prop_collection
ofShaderFx
, (readonly)
- show_all_edges¶
Display all edges for mesh objects
- Type:
boolean, default False
- show_axis¶
Display the object’s origin and axes
- Type:
boolean, default False
- show_bounds¶
Display the object’s bounds
- Type:
boolean, default False
- show_empty_image_only_axis_aligned¶
Only display the image when it is aligned with the view axis
- Type:
boolean, default False
- show_empty_image_orthographic¶
Display image in orthographic mode
- Type:
boolean, default False
- show_empty_image_perspective¶
Display image in perspective mode
- Type:
boolean, default False
- show_in_front¶
Make the object display in front of others
- Type:
boolean, default False
- show_instancer_for_render¶
Make instancer visible when rendering
- Type:
boolean, default True
- show_instancer_for_viewport¶
Make instancer visible in the viewport
- Type:
boolean, default True
- show_name¶
Display the object’s name
- Type:
boolean, default False
- show_only_shape_key¶
Only show the active shape key at full value
- Type:
boolean, default False
- show_texture_space¶
Display the object’s texture space
- Type:
boolean, default False
- show_transparent¶
Display material transparency in the object
- Type:
boolean, default False
- show_wire¶
Display the object’s wireframe over solid shading
- Type:
boolean, default False
- slow_parent_offset¶
Delay in the parent relationship
- Type:
float in [-1.04857e+06, 1.04857e+06], default 0.0
- soft_body¶
Settings for soft body simulation
- Type:
SoftBodySettings
, (readonly)
- track_axis¶
Axis that points in the ‘forward’ direction (applies to Instance Vertices when Align to Vertex Normal is enabled)
- Type:
enum in Object Axis Items, default ‘POS_X’
- type¶
Type of object
- Type:
enum in Object Type Items, default ‘EMPTY’, (readonly)
- up_axis¶
Axis that points in the upward direction (applies to Instance Vertices when Align to Vertex Normal is enabled)
- Type:
enum in [‘X’, ‘Y’, ‘Z’], default ‘X’
- use_camera_lock_parent¶
View Lock 3D viewport camera transformation affects the object’s parent instead
- Type:
boolean, default False
- use_dynamic_topology_sculpting¶
- Type:
boolean, default False, (readonly)
- use_empty_image_alpha¶
Use alpha blending instead of alpha test (can produce sorting artifacts)
- Type:
boolean, default False
- use_grease_pencil_lights¶
Lights affect Grease Pencil object
- Type:
boolean, default True
- use_instance_faces_scale¶
Scale instance based on face size
- Type:
boolean, default False
- use_instance_vertices_rotation¶
Rotate instance according to vertex normal
- Type:
boolean, default False
- use_lod_physics¶
Update LOD physics shape in the same time than render shape
- Type:
boolean, default False
- use_mesh_mirror_x¶
Enable mesh symmetry in the X axis
- Type:
boolean, default False
- use_mesh_mirror_y¶
Enable mesh symmetry in the Y axis
- Type:
boolean, default False
- use_mesh_mirror_z¶
Enable mesh symmetry in the Z axis
- Type:
boolean, default False
- use_shape_key_edit_mode¶
Display shape keys in edit mode (for meshes only)
- Type:
boolean, default False
- use_simulation_cache¶
Cache frames during simulation nodes playback
- Type:
boolean, default True
- use_slow_parent¶
Create a delay in the parent relationship (beware: this isn’t renderfarm safe and may be invalid after jumping around the timeline)
- Type:
boolean, default False
- vertex_groups¶
Vertex groups of the object
- Type:
VertexGroups
bpy_prop_collection
ofVertexGroup
, (readonly)
- visible_camera¶
Object visibility to camera rays
- Type:
boolean, default False
- visible_diffuse¶
Object visibility to diffuse rays
- Type:
boolean, default False
- visible_glossy¶
Object visibility to glossy rays
- Type:
boolean, default False
- visible_shadow¶
Object visibility to shadow rays
- Type:
boolean, default False
- visible_transmission¶
Object visibility to transmission rays
- Type:
boolean, default False
- visible_volume_scatter¶
Object visibility to volume scattering rays
- Type:
boolean, default False
- children¶
All the children of this object.
- Type:
tuple of
Object
Note
Takes
O(len(bpy.data.objects))
time.(readonly)
- children_recursive¶
A list of all children from this object.
- Type:
tuple of
Object
Note
Takes
O(len(bpy.data.objects))
time.(readonly)
- users_collection¶
The collections this object is in.
- Type:
tuple of
Collection
Note
Takes
O(len(bpy.data.collections) + len(bpy.data.scenes))
time.(readonly)
- users_scene¶
The scenes this object is in.
- Type:
tuple of
Scene
Note
Takes
O(len(bpy.data.scenes) * len(bpy.data.objects))
time.(readonly)
- select_get(*, view_layer=None)¶
Test if the object is selected. The selection state is per view layer.
- Parameters:
view_layer (
ViewLayer
, (optional)) – Use this instead of the active view layer- Returns:
Object selected
- Return type:
boolean
- select_set(state, *, view_layer=None)¶
Select or deselect the object. The selection state is per view layer.
- Parameters:
state (boolean) – Selection state to define
view_layer (
ViewLayer
, (optional)) – Use this instead of the active view layer
- hide_get(*, view_layer=None)¶
Test if the object is hidden for viewport editing. This hiding state is per view layer.
- Parameters:
view_layer (
ViewLayer
, (optional)) – Use this instead of the active view layer- Returns:
Object hidden
- Return type:
boolean
- hide_set(state, *, view_layer=None)¶
Hide the object for viewport editing. This hiding state is per view layer.
- Parameters:
state (boolean) – Hide state to define
view_layer (
ViewLayer
, (optional)) – Use this instead of the active view layer
- visible_get(*, view_layer=None, viewport=None)¶
Test if the object is visible in the 3D viewport, taking into account all visibility settings
- Parameters:
view_layer (
ViewLayer
, (optional)) – Use this instead of the active view layerviewport (
SpaceView3D
, (optional)) – Use this instead of the active 3D viewport
- Returns:
Object visible
- Return type:
boolean
- holdout_get(*, view_layer=None)¶
Test if object is masked in the view layer
- Parameters:
view_layer (
ViewLayer
, (optional)) – Use this instead of the active view layer- Returns:
Object holdout
- Return type:
boolean
- indirect_only_get(*, view_layer=None)¶
Test if object is set to contribute only indirectly (through shadows and reflections) in the view layer
- Parameters:
view_layer (
ViewLayer
, (optional)) – Use this instead of the active view layer- Returns:
Object indirect only
- Return type:
boolean
- local_view_get(viewport)¶
Get the local view state for this object
- Parameters:
viewport (
SpaceView3D
) – Viewport in local view- Returns:
Object local view state
- Return type:
boolean
- local_view_set(viewport, state)¶
Set the local view state for this object
- Parameters:
viewport (
SpaceView3D
) – Viewport in local viewstate (boolean) – Local view state to define
- visible_in_viewport_get(viewport)¶
Check for local view and local collections for this viewport and object
- Parameters:
viewport (
SpaceView3D
) – Viewport in local collections- Returns:
Object viewport visibility
- Return type:
boolean
- convert_space(*, pose_bone=None, 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)), from_space='WORLD', to_space='WORLD')¶
Convert (transform) the given matrix from one space to another
- Parameters:
pose_bone (
PoseBone
, (optional)) – Bone to use to define spaces (may be None, in which case only the two ‘WORLD’ and ‘LOCAL’ spaces are usable)matrix (
mathutils.Matrix
of 4 * 4 items in [-inf, inf], (optional)) – The matrix to transformfrom_space (enum in ['WORLD', 'POSE', 'LOCAL_WITH_PARENT', 'LOCAL'], (optional)) –
The space in which ‘matrix’ is currently
WORLD
World Space – The most global space in Blender.POSE
Pose Space – The pose space of a bone (its armature’s object space).LOCAL_WITH_PARENT
Local With Parent – The rest pose local space of a bone (this matrix includes parent transforms).LOCAL
Local Space – The local space of an object/bone.
to_space (enum in ['WORLD', 'POSE', 'LOCAL_WITH_PARENT', 'LOCAL'], (optional)) –
The space to which you want to transform ‘matrix’
WORLD
World Space – The most global space in Blender.POSE
Pose Space – The pose space of a bone (its armature’s object space).LOCAL_WITH_PARENT
Local With Parent – The rest pose local space of a bone (this matrix includes parent transforms).LOCAL
Local Space – The local space of an object/bone.
- Returns:
The transformed matrix
- Return type:
mathutils.Matrix
of 4 * 4 items in [-inf, inf]
- calc_matrix_camera(depsgraph, *, x=1, y=1, scale_x=1.0, scale_y=1.0)¶
Generate the camera projection matrix of this object (mostly useful for Camera and Light types)
- Parameters:
depsgraph (
Depsgraph
) – Depsgraph to get evaluated data fromx (int in [0, inf], (optional)) – Width of the render area
y (int in [0, inf], (optional)) – Height of the render area
scale_x (float in [1e-06, inf], (optional)) – Width scaling factor
scale_y (float in [1e-06, inf], (optional)) – Height scaling factor
- Returns:
The camera projection matrix
- Return type:
mathutils.Matrix
of 4 * 4 items in [-inf, inf]
- camera_fit_coords(depsgraph, coordinates)¶
Compute the coordinate (and scale for ortho cameras) given object should be to ‘see’ all given coordinates
- Parameters:
depsgraph (
Depsgraph
) – Depsgraph to get evaluated data fromcoordinates (float array of 1 items in [-inf, inf], (never None)) – Coordinates to fit in
- Return (co_return, scale_return):
co_return, The location to aim to be able to see all given points,
mathutils.Vector
of 3 items in [-inf, inf]scale_return, The ortho scale to aim to be able to see all given points (if relevant), float in [-inf, inf]
- crazyspace_eval(depsgraph, scene)¶
Compute orientation mapping between vertices of an original object and object with shape keys and deforming modifiers applied.The evaluation is to be freed with the crazyspace_eval_free function
- crazyspace_displacement_to_deformed(*, vertex_index=0, displacement=(0.0, 0.0, 0.0))¶
Convert displacement vector from non-deformed object space to deformed object space
- Parameters:
vertex_index (int in [-inf, inf], (optional)) – vertex_index
displacement (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – displacement
- Returns:
displacement_deformed
- Return type:
mathutils.Vector
of 3 items in [-inf, inf]
- crazyspace_displacement_to_original(*, vertex_index=0, displacement=(0.0, 0.0, 0.0))¶
Free evaluated state of crazyspace
- Parameters:
vertex_index (int in [-inf, inf], (optional)) – vertex_index
displacement (
mathutils.Vector
of 3 items in [-inf, inf], (optional)) – displacement
- Returns:
displacement_original
- Return type:
mathutils.Vector
of 3 items in [-inf, inf]
- crazyspace_eval_clear()¶
crazyspace_eval_clear
- to_mesh(*, preserve_all_data_layers=False, depsgraph=None)¶
Create a Mesh data-block from the current state of the object. The object owns the data-block. To force free it use to_mesh_clear(). The result is temporary and cannot be used by objects from the main database.
- Parameters:
preserve_all_data_layers (boolean, (optional)) – Preserve all data layers in the mesh, like UV maps and vertex groups. By default Blender only computes the subset of data layers needed for viewport display and rendering, for better performance.
depsgraph (
Depsgraph
, (optional)) – Dependency Graph, Evaluated dependency graph which is required when preserve_all_data_layers is true
- Returns:
Mesh created from object
- Return type:
- to_mesh_clear()¶
Clears mesh data-block created by to_mesh()
- to_curve(depsgraph, *, apply_modifiers=False)¶
Create a Curve data-block from the current state of the object. This only works for curve and text objects. The object owns the data-block. To force free it, use to_curve_clear(). The result is temporary and cannot be used by objects from the main database.
- to_curve_clear()¶
Clears curve data-block created by to_curve()
- find_armature()¶
Find armature influencing this object as a parent or via a modifier
- Returns:
Armature object influencing this object or nullptr
- Return type:
- shape_key_add(*, name='Key', from_mix=True)¶
Add shape key to this object
- Parameters:
name (string, (optional, never None)) – Unique name for the new keyblock
from_mix (boolean, (optional)) – Create new shape from existing mix of shapes
- Returns:
New shape keyblock
- Return type:
- shape_key_remove(key)¶
Remove a Shape Key from this object
- Parameters:
key (
ShapeKey
, (never None)) – Keyblock to be removed
- shape_key_clear()¶
Remove all Shape Keys from this object
- ray_cast(origin, direction, *, distance=1.70141e+38, depsgraph=None)¶
Cast a ray onto evaluated geometry, in object space (using context’s or provided depsgraph to get evaluated mesh if needed)
- Parameters:
origin (
mathutils.Vector
of 3 items in [-inf, inf]) – Origin of the ray, in object spacedirection (
mathutils.Vector
of 3 items in [-inf, inf]) – Direction of the ray, in object spacedistance (float in [0, inf], (optional)) – Maximum distance
depsgraph (
Depsgraph
, (optional)) – Depsgraph to use to get evaluated data, when called from original object (only needed if current Context’s depsgraph is not suitable)
- Return (result, location, normal, index):
result, Whether the ray successfully hit the geometry, boolean
location, The hit location of this ray cast,
mathutils.Vector
of 3 items in [-inf, inf]normal, The face normal at the ray cast hit location,
mathutils.Vector
of 3 items in [-inf, inf]index, The face index, -1 when original data isn’t available, int in [-inf, inf]
- closest_point_on_mesh(origin, *, distance=1.84467e+19, depsgraph=None)¶
Find the nearest point on evaluated geometry, in object space (using context’s or provided depsgraph to get evaluated mesh if needed)
- Parameters:
origin (
mathutils.Vector
of 3 items in [-inf, inf]) – Point to find closest geometry from (in object space)distance (float in [0, inf], (optional)) – Maximum distance
depsgraph (
Depsgraph
, (optional)) – Depsgraph to use to get evaluated data, when called from original object (only needed if current Context’s depsgraph is not suitable)
- Return (result, location, normal, index):
result, Whether closest point on geometry was found, boolean
location, The location on the object closest to the point,
mathutils.Vector
of 3 items in [-inf, inf]normal, The face normal at the closest point,
mathutils.Vector
of 3 items in [-inf, inf]index, The face index, -1 when original data isn’t available, int in [-inf, inf]
- is_modified(scene, settings)¶
Determine if this object is modified from the base mesh data
- Parameters:
scene (
Scene
, (never None)) – Scene in which to check the objectsettings (enum in ['PREVIEW', 'RENDER']) –
Modifier settings to apply
PREVIEW
Preview – Apply modifier preview settings.RENDER
Render – Apply modifier render settings.
- Returns:
Whether the object is modified
- Return type:
boolean
- is_deform_modified(scene, settings)¶
Determine if this object is modified by a deformation from the base mesh data
- Parameters:
scene (
Scene
, (never None)) – Scene in which to check the objectsettings (enum in ['PREVIEW', 'RENDER']) –
Modifier settings to apply
PREVIEW
Preview – Apply modifier preview settings.RENDER
Render – Apply modifier render settings.
- Returns:
Whether the object is deform-modified
- Return type:
boolean
- update_from_editmode()¶
Load the objects edit-mode data into the object data
- Returns:
Success
- Return type:
boolean
- cache_release()¶
Release memory used by caches associated with this object. Intended to be used by render engines only.
- classmethod bl_rna_get_subclass(id, default=None)¶
- Parameters:
id (str) – The RNA type identifier.
- Returns:
The RNA type or default when not found.
- Return type:
bpy.types.Struct
subclass