# 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))

  Add an object to the scene

  Parameters: | radius (float in [0, inf], (optional)) – Radius type (enum in ['MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'ARMATURE', 'LATTICE', 'EMPTY', 'GPENCIL', 'CAMERA', 'LIGHT', 'SPEAKER', 'LIGHT_PROBE'], (optional)) – Type enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode 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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`bpy.ops.object.``add_named`(linked=False, name="")

  Add named object

  Parameters: | linked (boolean, (optional)) – Linked, Duplicate object but not object data, linking to the original data name (string, (optional, never None)) – Name, Object name to add

`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 calculation of the bounding box for perfect results on complex shape meshes with rotation/scale (Slow) 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:411

`bpy.ops.object.``anim_transforms_to_deltas`()

  Convert object animation for normal transforms to delta transforms

  File: | startup/bl_operators/object.py:782

`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))

  Add an armature object to the scene

  Parameters: | radius (float in [0, inf], (optional)) – Radius enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode 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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`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:979

`bpy.ops.object.``bake`(type='COMBINED', pass_filter={}, filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0.0, cage_object="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_cage=False, use_split_materials=False, use_automatic_name=False, uv_layer="")

  Bake image textures of selected objects

  Parameters: | type (enum in ['COMBINED', 'AO', 'SHADOW', 'NORMAL', 'UV', 'ROUGHNESS', 'EMIT', 'ENVIRONMENT', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE'], (optional)) – Type, Type of pass to bake, some of them may not be supported by the current render engine pass_filter (enum set in {'NONE', 'AO', 'EMIT', 'DIRECT', 'INDIRECT', 'COLOR', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE'}, (optional)) – Pass Filter, Filter to combined, diffuse, glossy, transmission and subsurface passes filepath (string, (optional, never None)) – File Path, Image filepath to use when saving externally width (int in [1, inf], (optional)) – Width, Horizontal dimension of the baking map (external only) height (int in [1, inf], (optional)) – Height, Vertical dimension of the baking map (external only) margin (int in [0, inf], (optional)) – Margin, Extends the baked result as a post process filter use_selected_to_active (boolean, (optional)) – Selected to Active, Bake shading on the surface of selected objects to the active object cage_extrusion (float in [0, inf], (optional)) – Cage Extrusion, Distance to use for the inward ray cast when using selected to active cage_object (string, (optional, never None)) – Cage Object, Object to use as cage, instead of calculating the cage from the active object with cage extrusion normal_space (enum in ['OBJECT', 'TANGENT'], (optional)) – Normal Space, Choose normal space for baking `OBJECT` Object, Bake the normals in object space. `TANGENT` Tangent, Bake the normals in tangent space. normal_r (enum in ['POS_X', 'POS_Y', 'POS_Z', 'NEG_X', 'NEG_Y', 'NEG_Z'], (optional)) – R, Axis to bake in red channel normal_g (enum in ['POS_X', 'POS_Y', 'POS_Z', 'NEG_X', 'NEG_Y', 'NEG_Z'], (optional)) – G, Axis to bake in green channel normal_b (enum in ['POS_X', 'POS_Y', 'POS_Z', 'NEG_X', 'NEG_Y', 'NEG_Z'], (optional)) – B, Axis to bake in blue channel save_mode (enum in ['INTERNAL', 'EXTERNAL'], (optional)) – Save Mode, Choose how to save the baking map `INTERNAL` Internal, Save the baking map in an internal image data-block. `EXTERNAL` External, Save the baking map in an external file. use_clear (boolean, (optional)) – Clear, Clear Images before baking (only for internal saving) use_cage (boolean, (optional)) – Cage, Cast rays to active object from a cage use_split_materials (boolean, (optional)) – Split Materials, Split baked maps per material, using material name in output file (external only) use_automatic_name (boolean, (optional)) – Automatic Name, Automatically name the output file with the pass type uv_layer (string, (optional, never None)) – UV Layer, UV layer to override active

`bpy.ops.object.``bake_image`()

  Bake image textures of selected objects

`bpy.ops.object.``camera_add`(enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))

  Add a camera object to the scene

  Parameters: | enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode 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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`bpy.ops.object.``collection_add`()

  Add an object to a new collection

`bpy.ops.object.``collection_instance_add`(name="Collection", collection='', align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))

  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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`bpy.ops.object.``collection_link`(collection='')

  Add an object to an existing collection

  Parameters: | collection (enum in [], (optional)) – Collection

`bpy.ops.object.``collection_objects_select`()

  Select all objects in collection

`bpy.ops.object.``collection_remove`()

  Remove the active object from this collection

`bpy.ops.object.``collection_unlink`()

  Unlink the collection from all objects

`bpy.ops.object.``constraint_add`(type='')

  Add a constraint to the active object

  Parameters: | type (enum in [], (optional)) – Type

`bpy.ops.object.``constraint_add_with_targets`(type='')

  Add a constraint to the active object, with target (where applicable) set to the selected Objects/Bones

  Parameters: | type (enum in [], (optional)) – Type

`bpy.ops.object.``constraints_clear`()

  Clear all the constraints for the active Object only

`bpy.ops.object.``constraints_copy`()

  Copy constraints to other selected objects

`bpy.ops.object.``convert`(target='MESH', keep_original=False)

  Convert selected objects to another type

  Parameters: | target (enum in ['CURVE', 'MESH', 'GPENCIL'], (optional)) – Target, Type of object to convert to keep_original (boolean, (optional)) – Keep Original, Keep original objects instead of replacing them

`bpy.ops.object.``correctivesmooth_bind`(modifier="")

  Bind base pose in Corrective Smooth modifier

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

`bpy.ops.object.``data_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, …) from active to selected meshes

  Parameters: | use_reverse_transfer (boolean, (optional)) – Reverse Transfer, Transfer from selected objects to active one use_freeze (boolean, (optional)) – Freeze Operator, Prevent changes to settings to re-run the operator, handy to change several things at once with heavy geometry data_type (enum in ['VGROUP_WEIGHTS', 'BEVEL_WEIGHT_VERT', 'SHARP_EDGE', 'SEAM', 'CREASE', 'BEVEL_WEIGHT_EDGE', 'FREESTYLE_EDGE', 'CUSTOM_NORMAL', 'VCOL', 'UV', 'SMOOTH', 'FREESTYLE_FACE'], (optional)) – Data Type, Which data to transfer `VGROUP_WEIGHTS` Vertex Group(s), Transfer active or all vertex groups. `BEVEL_WEIGHT_VERT` Bevel Weight, Transfer bevel weights. `SHARP_EDGE` Sharp, Transfer sharp mark. `SEAM` UV Seam, Transfer UV seam mark. `CREASE` Subsurf 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. `VCOL` VCol, Vertex (face corners) colors. `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 ['TOPOLOGY', 'NEAREST', 'EDGE_NEAREST', 'EDGEINTERP_NEAREST', 'POLY_NEAREST', 'POLYINTERP_NEAREST', 'POLYINTERP_VNORPROJ'], (optional)) – Vertex Mapping, Method used to map source vertices to destination ones `TOPOLOGY` Topology, Copy from identical topology meshes. `NEAREST` Nearest vertex, Copy from closest vertex. `EDGE_NEAREST` Nearest Edge Vertex, Copy from closest vertex of closest edge. `EDGEINTERP_NEAREST` Nearest Edge Interpolated, Copy from interpolated values of vertices from closest point on closest edge. `POLY_NEAREST` Nearest Face Vertex, Copy from closest vertex of closest face. `POLYINTERP_NEAREST` Nearest Face Interpolated, Copy from interpolated values of vertices from closest point on closest face. `POLYINTERP_VNORPROJ` Projected Face Interpolated, Copy from interpolated values of vertices from point on closest face hit by normal-projection. edge_mapping (enum in ['TOPOLOGY', 'VERT_NEAREST', 'NEAREST', 'POLY_NEAREST', 'EDGEINTERP_VNORPROJ'], (optional)) – Edge Mapping, Method used to map source edges to destination ones `TOPOLOGY` Topology, Copy from identical topology meshes. `VERT_NEAREST` Nearest Vertices, Copy from most similar edge (edge which vertices are the closest of destination edge’s ones). `NEAREST` Nearest Edge, Copy from closest edge (using midpoints). `POLY_NEAREST` Nearest Face Edge, Copy from closest edge of closest face (using midpoints). `EDGEINTERP_VNORPROJ` Projected Edge Interpolated, Interpolate all source edges hit by the projection of destination one along its own normal (from vertices). loop_mapping (enum in ['TOPOLOGY', 'NEAREST_NORMAL', 'NEAREST_POLYNOR', 'NEAREST_POLY', 'POLYINTERP_NEAREST', 'POLYINTERP_LNORPROJ'], (optional)) – Face Corner Mapping, Method used to map source faces’ corners to destination ones `TOPOLOGY` Topology, Copy from identical topology meshes. `NEAREST_NORMAL` Nearest Corner And Best Matching Normal, Copy from nearest corner which has the best matching normal. `NEAREST_POLYNOR` Nearest Corner And Best Matching Face Normal, Copy from nearest corner which has the face with the best matching normal to destination corner’s face one. `NEAREST_POLY` Nearest Corner Of Nearest Face, Copy from nearest corner of nearest polygon. `POLYINTERP_NEAREST` Nearest Face Interpolated, Copy from interpolated corners of the nearest source polygon. `POLYINTERP_LNORPROJ` Projected Face Interpolated, Copy from interpolated corners of the source polygon hit by corner normal projection. poly_mapping (enum in ['TOPOLOGY', 'NEAREST', 'NORMAL', 'POLYINTERP_PNORPROJ'], (optional)) – Face Mapping, Method used to map source faces to destination ones `TOPOLOGY` Topology, Copy from identical topology meshes. `NEAREST` Nearest Face, Copy from nearest polygon (using center points). `NORMAL` Best Normal-Matching, Copy from source polygon which normal is the closest to destination one. `POLYINTERP_PNORPROJ` Projected Face Interpolated, Interpolate all source polygons intersected by the projection of destination one along its own normal. use_auto_transform (boolean, (optional)) – Auto Transform, Automatically compute transformation to get the best possible match between source and destination meshes (WARNING: results will never be as good as manual matching of objects) use_object_transform (boolean, (optional)) – Object Transform, Evaluate source and destination meshes in global space use_max_distance (boolean, (optional)) – Only Neighbor Geometry, Source elements must be closer than given distance from destination one max_distance (float in [0, inf], (optional)) – Max Distance, Maximum allowed distance between source and destination element, for non-topology mappings ray_radius (float in [0, inf], (optional)) – Ray Radius, ‘Width’ of rays (especially useful when raycasting against vertices or edges) islands_precision (float in [0, 10], (optional)) – Islands Precision, Factor controlling precision of islands handling (the higher, the better the results) layers_select_src (enum in ['ACTIVE', 'ALL', 'BONE_SELECT', 'BONE_DEFORM'], (optional)) – Source Layers Selection, Which layers to transfer, in case of multi-layers types `ACTIVE` Active Layer, Only transfer active data layer. `ALL` All Layers, Transfer all data layers. `BONE_SELECT` Selected Pose Bones, Transfer all vertex groups used by selected pose bones. `BONE_DEFORM` Deform Pose Bones, Transfer all vertex groups used by deform bones. layers_select_dst (enum in ['ACTIVE', 'NAME', 'INDEX'], (optional)) – Destination Layers Matching, How to match source and destination layers `ACTIVE` Active Layer, Affect active data layer of all targets. `NAME` By Name, Match target data layers to affect by name. `INDEX` By Order, Match target data layers to affect by order (indices). mix_mode (enum in ['REPLACE', 'ABOVE_THRESHOLD', 'BELOW_THRESHOLD', 'MIX', 'ADD', 'SUB', 'MUL'], (optional)) – Mix Mode, How to affect destination elements with source values `REPLACE` Replace, Overwrite all elements’ data. `ABOVE_THRESHOLD` Above Threshold, Only replace destination elements where data is above given threshold (exact behavior depends on data type). `BELOW_THRESHOLD` Below Threshold, Only replace destination elements where data is below given threshold (exact behavior depends on data type). `MIX` Mix, Mix source value into destination one, using given threshold as factor. `ADD` Add, Add source value to destination one, using given threshold as factor. `SUB` Subtract, Subtract source value to destination one, using given threshold as factor. `MUL` Multiply, Multiply source value to destination one, using given threshold as factor. mix_factor (float in [0, 1], (optional)) – Mix Factor, Factor to use when applying data to destination (exact behavior depends on mix mode)

`bpy.ops.object.``datalayout_transfer`(modifier="", data_type='', use_delete=False, layers_select_src='ACTIVE', layers_select_dst='ACTIVE')

  Transfer layout of data layer(s) from active to selected meshes

  Parameters: | modifier (string, (optional, never None)) – Modifier, Name of the modifier to edit data_type (enum in ['VGROUP_WEIGHTS', 'BEVEL_WEIGHT_VERT', 'SHARP_EDGE', 'SEAM', 'CREASE', 'BEVEL_WEIGHT_EDGE', 'FREESTYLE_EDGE', 'CUSTOM_NORMAL', 'VCOL', 'UV', 'SMOOTH', 'FREESTYLE_FACE'], (optional)) – Data Type, Which data to transfer `VGROUP_WEIGHTS` Vertex Group(s), Transfer active or all vertex groups. `BEVEL_WEIGHT_VERT` Bevel Weight, Transfer bevel weights. `SHARP_EDGE` Sharp, Transfer sharp mark. `SEAM` UV Seam, Transfer UV seam mark. `CREASE` Subsurf 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. `VCOL` VCol, Vertex (face corners) colors. `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 ['ACTIVE', 'ALL', 'BONE_SELECT', 'BONE_DEFORM'], (optional)) – Source Layers Selection, Which layers to transfer, in case of multi-layers types `ACTIVE` Active Layer, Only transfer active data layer. `ALL` All Layers, Transfer all data layers. `BONE_SELECT` Selected Pose Bones, Transfer all vertex groups used by selected pose bones. `BONE_DEFORM` Deform Pose Bones, Transfer all vertex groups used by deform bones. layers_select_dst (enum in ['ACTIVE', 'NAME', 'INDEX'], (optional)) – Destination Layers Matching, How to match source and destination layers `ACTIVE` Active Layer, Affect active data layer of all targets. `NAME` By Name, Match target data layers to affect by name. `INDEX` By Order, Match target data layers to affect by order (indices).

`bpy.ops.object.``delete`(use_global=False, confirm=True)

  Delete selected objects

  Parameters: | use_global (boolean, (optional)) – Delete Globally, Remove object from all scenes confirm (boolean, (optional)) – Confirm, Prompt for confirmation

`bpy.ops.object.``drop_named_image`(filepath="", relative_path=True, name="", align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))

  Add an empty image type to scene with data

  Parameters: | filepath (string, (optional, never None)) – Filepath, Path to image file relative_path (boolean, (optional)) – Relative Path, Select the file relative to the blend file name (string, (optional, never None)) – Name, Image name to assign align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) – Align, The alignment of the new object `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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`bpy.ops.object.``drop_named_material`(name="Material")

  Undocumented contribute <https://developer.blender.org/T51061>

  Parameters: | name (string, (optional, never None)) – Name, Material name to assign

`bpy.ops.object.``duplicate`(linked=False, mode='TRANSLATION')

  Duplicate selected objects

  Parameters: | linked (boolean, (optional)) – Linked, Duplicate object but not object data, linking to the original data mode (enum in ['INIT', 'DUMMY', 'TRANSLATION', 'ROTATION', 'RESIZE', 'SKIN_RESIZE', 'TOSPHERE', 'SHEAR', 'BEND', 'SHRINKFATTEN', 'TILT', 'TRACKBALL', 'PUSHPULL', 'CREASE', 'MIRROR', 'BONE_SIZE', 'BONE_ENVELOPE', 'BONE_ENVELOPE_DIST', 'CURVE_SHRINKFATTEN', 'MASK_SHRINKFATTEN', 'GPENCIL_SHRINKFATTEN', 'BONE_ROLL', 'TIME_TRANSLATE', 'TIME_SLIDE', 'TIME_SCALE', 'TIME_EXTEND', 'BAKE_TIME', 'BWEIGHT', 'ALIGN', 'EDGESLIDE', 'SEQSLIDE', 'GPENCIL_OPACITY'], (optional)) – Mode

`bpy.ops.object.``duplicate_move`(OBJECT_OT_duplicate=None, TRANSFORM_OT_translate=None)

  Duplicate selected objects and move them

  Parameters: | OBJECT_OT_duplicate (`OBJECT_OT_duplicate`, (optional)) – Duplicate Objects, Duplicate selected 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 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.``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 duplicator use_hierarchy (boolean, (optional)) – Keep Hierarchy, Maintain parent child relationships

`bpy.ops.object.``editmode_toggle`()

  Toggle object’s editmode

`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))

  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', 'SMOKE'], (optional)) – Type radius (float in [0, inf], (optional)) – Radius enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode 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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`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))

  Add an empty object to the scene

  Parameters: | type (enum in ['PLAIN_AXES', 'ARROWS', 'SINGLE_ARROW', 'CIRCLE', 'CUBE', 'SPHERE', 'CONE', 'IMAGE'], (optional)) – Type radius (float in [0, inf], (optional)) – Radius align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) – Align, The alignment of the new object `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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`bpy.ops.object.``explode_refresh`(modifier="")

  Refresh data in the Explode modifier

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

`bpy.ops.object.``face_map_add`()

  Add a new face map to the active object

`bpy.ops.object.``face_map_assign`()

  Assign faces to a face map

`bpy.ops.object.``face_map_deselect`()

  Deselect faces belonging to a face map

`bpy.ops.object.``face_map_move`(direction='UP')

  Move the active face map up/down in the list

  Parameters: | direction (enum in ['UP', 'DOWN'], (optional)) – Direction, Direction to move, UP or DOWN

`bpy.ops.object.``face_map_remove`()

  Remove a face map from the active object

`bpy.ops.object.``face_map_remove_from`()

  Remove faces from a face map

`bpy.ops.object.``face_map_select`()

  Select faces belonging to a face map

`bpy.ops.object.``forcefield_toggle`()

  Toggle object’s force field

`bpy.ops.object.``gpencil_add`(radius=1.0, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), type='EMPTY')

  Add a Grease Pencil object to the scene

  Parameters: | radius (float in [0, inf], (optional)) – Radius align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) – Align, The alignment of the new object `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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object type (enum in ['EMPTY', 'STROKE', 'MONKEY'], (optional)) – Type `EMPTY` Blank, Create an empty grease pencil object. `STROKE` Stroke, Create a simple stroke with basic colors. `MONKEY` Monkey, Construct a Suzanne grease pencil object.

`bpy.ops.object.``gpencil_modifier_add`(type='CURVE')

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

  Parameters: | type (enum in ['DATA_TRANSFER', 'MESH_CACHE', 'MESH_SEQUENCE_CACHE', 'NORMAL_EDIT', 'WEIGHTED_NORMAL', 'UV_PROJECT', 'UV_WARP', 'VERTEX_WEIGHT_EDIT', 'VERTEX_WEIGHT_MIX', 'VERTEX_WEIGHT_PROXIMITY', 'ARRAY', 'BEVEL', 'BOOLEAN', 'BUILD', 'DECIMATE', 'EDGE_SPLIT', 'MASK', 'MIRROR', 'MULTIRES', 'REMESH', 'SCREW', 'SKIN', 'SOLIDIFY', 'SUBSURF', 'TRIANGULATE', 'WIREFRAME', 'WELD', 'ARMATURE', 'CAST', 'CURVE', 'DISPLACE', 'HOOK', 'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM', 'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH', 'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH', 'SURFACE_DEFORM', 'WARP', 'WAVE', 'CLOTH', 'COLLISION', 'DYNAMIC_PAINT', 'EXPLODE', 'OCEAN', 'PARTICLE_INSTANCE', 'PARTICLE_SYSTEM', 'FLUID', 'SOFT_BODY', 'SURFACE'], (optional)) – Type `DATA_TRANSFER` Data Transfer, Transfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to another. `MESH_CACHE` Mesh Cache, Deform the mesh using an external frame-by-frame vertex transform cache. `MESH_SEQUENCE_CACHE` Mesh Sequence Cache, Deform the mesh or curve using an external mesh cache in Alembic format. `NORMAL_EDIT` Normal Edit, Modify the direction of the surface normals. `WEIGHTED_NORMAL` Weighted Normal, Modify the direction of the surface normals using a weighting method. `UV_PROJECT` UV Project, Project the UV map coordinates from the negative Z axis of another object. `UV_WARP` UV Warp, Transform the UV map using the the difference between two objects. `VERTEX_WEIGHT_EDIT` Vertex Weight Edit, Modify of the weights of a vertex group. `VERTEX_WEIGHT_MIX` Vertex Weight Mix, Mix the weights of two vertex groups. `VERTEX_WEIGHT_PROXIMITY` Vertex Weight Proximity, Set the vertex group weights based on the distance to another target object. `ARRAY` Array, Create copies of the shape with offsets. `BEVEL` Bevel, Generate sloped corners by adding geometry to the mesh’s edges or vertices. `BOOLEAN` Boolean, Use another shape to cut, combine or perform a difference operation. `BUILD` Build, Cause the faces of the mesh object to appear or disappear one after the other over time. `DECIMATE` Decimate, Reduce the geometry density. `EDGE_SPLIT` Edge Split, Split away joined faces at the edges. `MASK` Mask, Dynamically hide vertices based on a vertex group or armature. `MIRROR` Mirror, Mirror along the local X, Y and/or Z axes, over the object origin. `MULTIRES` Multiresolution, Subdivide the mesh in a way that allows editing the higher subdivision levels. `REMESH` Remesh, Generate new mesh topology based on the current shape. `SCREW` Screw, Lathe around an axis, treating the inout mesh as a profile. `SKIN` Skin, Create a solid shape from vertices and edges, using the vertex radius to define the thickness. `SOLIDIFY` Solidify, Make the surface thick. `SUBSURF` Subdivision Surface, Split the faces into smaller parts, giving it a smoother appearance. `TRIANGULATE` Triangulate, Convert all polygons to triangles. `WIREFRAME` Wireframe, Convert faces into thickened edges. `WELD` Weld, Find groups of vertices closer then dist and merges them together. `ARMATURE` Armature, Deform the shape using an armature object. `CAST` Cast, Shift the shape towards a predefined primitive. `CURVE` Curve, Bend the mesh using a curve object. `DISPLACE` Displace, Offset vertices based on a texture. `HOOK` Hook, Deform specific points using another object. `LAPLACIANDEFORM` Laplacian Deform, Deform based a series of anchor points. `LATTICE` Lattice, Deform using the shape of a lattice object. `MESH_DEFORM` Mesh Deform, Deform using a different mesh, which acts as a deformation cage. `SHRINKWRAP` Shrinkwrap, Project the shape onto another object. `SIMPLE_DEFORM` Simple Deform, Deform the shape by twisting, bending, tapering or stretching. `SMOOTH` Smooth, Smooth the mesh by flattening the angles between adjacent faces. `CORRECTIVE_SMOOTH` Smooth Corrective, Smooth the mesh while still preserving the volume. `LAPLACIANSMOOTH` Smooth Laplacian, Reduce the noise on a mesh surface with minimal changes to its shape. `SURFACE_DEFORM` Surface Deform, Transfer motion from another mesh. `WARP` Warp, Warp parts of a mesh to a new location in a very flexible way thanks to 2 specified objects. `WAVE` Wave, Adds a ripple-like motion to an object’s geometry. `CLOTH` Cloth. `COLLISION` Collision. `DYNAMIC_PAINT` Dynamic Paint. `EXPLODE` Explode, Break apart the mesh faces and let them follow particles. `OCEAN` Ocean, Generate a moving ocean surface. `PARTICLE_INSTANCE` Particle Instance. `PARTICLE_SYSTEM` Particle System, Spawn particles from the shape. `FLUID` Fluid Simulation. `SOFT_BODY` Soft Body. `SURFACE` Surface.

`bpy.ops.object.``gpencil_modifier_apply`(apply_as='DATA', modifier="")

  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

`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_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_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="")

  Remove a modifier from the active grease pencil object

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

`bpy.ops.object.``hide_collection`(collection_index=-1, toggle=False)

  Show only objects in collection (Shift to extend)

  Parameters: | collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to change visibility toggle (boolean, (optional)) – Toggle, Toggle visibility

`bpy.ops.object.``hide_render_clear_all`()

  Reveal all render objects by setting the hide render flag

  File: | startup/bl_operators/object.py:689

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

  Reveal temporarily hidden objects

  Parameters: | select (boolean, (optional)) – Select

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

  Temporarily hide objects from the viewport

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

`bpy.ops.object.``hook_add_newob`()

  Hook selected vertices to a newly created object

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

  Hook selected vertices to the first selected object

  Parameters: | use_bone (boolean, (optional)) – Active Bone, Assign the hook to the hook objects active bone

`bpy.ops.object.``hook_assign`(modifier='')

  Assign the selected vertices to a hook

  Parameters: | modifier (enum in [], (optional)) – Modifier, Modifier number to assign to

`bpy.ops.object.``hook_recenter`(modifier='')

  Set hook center to cursor position

  Parameters: | modifier (enum in [], (optional)) – Modifier, Modifier number to assign to

`bpy.ops.object.``hook_remove`(modifier='')

  Remove a hook from the active object

  Parameters: | modifier (enum in [], (optional)) – Modifier, Modifier number to remove

`bpy.ops.object.``hook_reset`(modifier='')

  Recalculate and clear offset transformation

  Parameters: | modifier (enum in [], (optional)) – Modifier, Modifier number to assign to

`bpy.ops.object.``hook_select`(modifier='')

  Select affected vertices on mesh

  Parameters: | modifier (enum in [], (optional)) – Modifier, Modifier number to remove

`bpy.ops.object.``instance_offset_from_cursor`()

  Set offset used for collection instances based on cursor position

  File: | startup/bl_operators/object.py:871

`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:669

`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:583

`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))

  Add a light object to the scene

  Parameters: | type (enum in ['POINT', 'SUN', 'SPOT', 'AREA'], (optional)) – Type `POINT` Point, Omnidirectional point light source. `SUN` Sun, Constant direction parallel ray light source. `SPOT` Spot, Directional cone light source. `AREA` Area, Directional area light source. radius (float in [0, inf], (optional)) – Radius align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) – Align, The alignment of the new object `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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`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))

  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 Editmode, Enter editmode 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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`bpy.ops.object.``link_to_collection`(collection_index=-1, is_new=False, new_collection_name="")

  Link objects to a collection

  Parameters: | collection_index (int in [-1, inf], (optional)) – Collection Index, Index of the collection to move to is_new (boolean, (optional)) – New, Move objects to a new collection new_collection_name (string, (optional, never None)) – Name, Name of the newly added collection

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

  Add a reference image into the background behind objects

  Parameters: | filepath (string, (optional, never None)) – filepath filter_image (boolean, (optional)) – filter_image filter_folder (boolean, (optional)) – filter_folder view_align (boolean, (optional)) – Align to view
  File: | startup/bl_operators/object.py:903

`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:903

`bpy.ops.object.``location_clear`(clear_delta=False)

  Clear the object’s location

  Parameters: | clear_delta (boolean, (optional)) – Clear Delta, Clear delta location in addition to clearing the normal location transform

`bpy.ops.object.``make_dupli_face`()

  Convert objects into instanced faces

  File: | startup/bl_operators/object.py:657

`bpy.ops.object.``make_links_data`(type='OBDATA')

  Apply active object links to other selected objects

  Parameters: | type (enum in ['OBDATA', 'MATERIAL', 'ANIMATION', 'GROUPS', 'DUPLICOLLECTION', 'MODIFIERS', 'FONTS'], (optional)) – Type

`bpy.ops.object.``make_links_scene`(scene='')

  Link selection to another scene

  Parameters: | scene (enum in [], (optional)) – Scene

`bpy.ops.object.``make_local`(type='SELECT_OBJECT')

  Make library linked data-blocks local to this file

  Parameters: | type (enum in ['SELECT_OBJECT', 'SELECT_OBDATA', 'SELECT_OBDATA_MATERIAL', 'ALL'], (optional)) – Type

`bpy.ops.object.``make_override_library`(object='DEFAULT')

  Make a local override of this library linked data-block

  Parameters: | object (enum in ['DEFAULT'], (optional)) – Override Object, Name of lib-linked/collection object to make an override from

`bpy.ops.object.``make_single_user`(type='SELECTED_OBJECTS', object=False, obdata=False, material=False, animation=False)

  Make linked data local to each object

  Parameters: | type (enum in ['SELECTED_OBJECTS', 'ALL'], (optional)) – Type object (boolean, (optional)) – Object, Make single user objects obdata (boolean, (optional)) – Object Data, Make single user object data material (boolean, (optional)) – Materials, Make materials local to each data-block animation (boolean, (optional)) – Object Animation, Make animation data local to each object

`bpy.ops.object.``material_slot_add`()

  Add a new material slot

`bpy.ops.object.``material_slot_assign`()

  Assign active material slot to selection

`bpy.ops.object.``material_slot_copy`()

  Copy material to selected objects

`bpy.ops.object.``material_slot_deselect`()

  Deselect by active material slot

`bpy.ops.object.``material_slot_move`(direction='UP')

  Move the active material up/down in the list

  Parameters: | direction (enum in ['UP', 'DOWN'], (optional)) – Direction, Direction to move the active material towards

`bpy.ops.object.``material_slot_remove`()

  Remove the selected material slot

`bpy.ops.object.``material_slot_remove_unused`()

  Remove unused material slots

`bpy.ops.object.``material_slot_select`()

  Select by active material slot

`bpy.ops.object.``meshdeform_bind`(modifier="")

  Bind mesh to cage in mesh deform modifier

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

`bpy.ops.object.``metaball_add`(type='BALL', radius=1.0, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0))

  Add an metaball object to the scene

  Parameters: | type (enum in ['BALL', 'CAPSULE', 'PLANE', 'ELLIPSOID', 'CUBE'], (optional)) – Primitive radius (float in [0, inf], (optional)) – Radius enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode 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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`bpy.ops.object.``mode_set`(mode='OBJECT', toggle=False)

  Sets the object interaction mode

  Parameters: | mode (enum in ['OBJECT', 'EDIT', 'POSE', 'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT', 'PARTICLE_EDIT', 'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'PAINT_GPENCIL', 'WEIGHT_GPENCIL'], (optional)) – Mode `OBJECT` Object Mode. `EDIT` Edit Mode. `POSE` Pose Mode. `SCULPT` Sculpt Mode. `VERTEX_PAINT` Vertex Paint. `WEIGHT_PAINT` Weight Paint. `TEXTURE_PAINT` Texture Paint. `PARTICLE_EDIT` Particle Edit. `EDIT_GPENCIL` Edit Mode, Edit Grease Pencil Strokes. `SCULPT_GPENCIL` Sculpt Mode, Sculpt Grease Pencil Strokes. `PAINT_GPENCIL` Draw, Paint Grease Pencil Strokes. `WEIGHT_GPENCIL` Weight Paint, Grease Pencil Weight Paint Strokes. toggle (boolean, (optional)) – Toggle

`bpy.ops.object.``mode_set_with_submode`(mode='OBJECT', toggle=False, mesh_select_mode={})

  Sets the object interaction mode

  Parameters: | mode (enum in ['OBJECT', 'EDIT', 'POSE', 'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT', 'PARTICLE_EDIT', 'EDIT_GPENCIL', 'SCULPT_GPENCIL', 'PAINT_GPENCIL', 'WEIGHT_GPENCIL'], (optional)) – Mode `OBJECT` Object Mode. `EDIT` Edit Mode. `POSE` Pose Mode. `SCULPT` Sculpt Mode. `VERTEX_PAINT` Vertex Paint. `WEIGHT_PAINT` Weight Paint. `TEXTURE_PAINT` Texture Paint. `PARTICLE_EDIT` Particle Edit. `EDIT_GPENCIL` Edit Mode, Edit Grease Pencil Strokes. `SCULPT_GPENCIL` Sculpt Mode, Sculpt Grease Pencil Strokes. `PAINT_GPENCIL` Draw, Paint Grease Pencil Strokes. `WEIGHT_GPENCIL` Weight Paint, Grease Pencil Weight Paint Strokes. toggle (boolean, (optional)) – Toggle mesh_select_mode (enum set in {'VERT', 'EDGE', 'FACE'}, (optional)) – Mesh Mode `VERT` Vertex, Vertex selection mode. `EDGE` Edge, Edge selection mode. `FACE` Face, Face selection mode.

`bpy.ops.object.``modifier_add`(type='SUBSURF')

  Add a procedural operation/effect to the active object

  Parameters: | type (enum in ['DATA_TRANSFER', 'MESH_CACHE', 'MESH_SEQUENCE_CACHE', 'NORMAL_EDIT', 'WEIGHTED_NORMAL', 'UV_PROJECT', 'UV_WARP', 'VERTEX_WEIGHT_EDIT', 'VERTEX_WEIGHT_MIX', 'VERTEX_WEIGHT_PROXIMITY', 'ARRAY', 'BEVEL', 'BOOLEAN', 'BUILD', 'DECIMATE', 'EDGE_SPLIT', 'MASK', 'MIRROR', 'MULTIRES', 'REMESH', 'SCREW', 'SKIN', 'SOLIDIFY', 'SUBSURF', 'TRIANGULATE', 'WIREFRAME', 'WELD', 'ARMATURE', 'CAST', 'CURVE', 'DISPLACE', 'HOOK', 'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM', 'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH', 'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH', 'SURFACE_DEFORM', 'WARP', 'WAVE', 'CLOTH', 'COLLISION', 'DYNAMIC_PAINT', 'EXPLODE', 'OCEAN', 'PARTICLE_INSTANCE', 'PARTICLE_SYSTEM', 'FLUID', 'SOFT_BODY', 'SURFACE'], (optional)) – Type `DATA_TRANSFER` Data Transfer, Transfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to another. `MESH_CACHE` Mesh Cache, Deform the mesh using an external frame-by-frame vertex transform cache. `MESH_SEQUENCE_CACHE` Mesh Sequence Cache, Deform the mesh or curve using an external mesh cache in Alembic format. `NORMAL_EDIT` Normal Edit, Modify the direction of the surface normals. `WEIGHTED_NORMAL` Weighted Normal, Modify the direction of the surface normals using a weighting method. `UV_PROJECT` UV Project, Project the UV map coordinates from the negative Z axis of another object. `UV_WARP` UV Warp, Transform the UV map using the the difference between two objects. `VERTEX_WEIGHT_EDIT` Vertex Weight Edit, Modify of the weights of a vertex group. `VERTEX_WEIGHT_MIX` Vertex Weight Mix, Mix the weights of two vertex groups. `VERTEX_WEIGHT_PROXIMITY` Vertex Weight Proximity, Set the vertex group weights based on the distance to another target object. `ARRAY` Array, Create copies of the shape with offsets. `BEVEL` Bevel, Generate sloped corners by adding geometry to the mesh’s edges or vertices. `BOOLEAN` Boolean, Use another shape to cut, combine or perform a difference operation. `BUILD` Build, Cause the faces of the mesh object to appear or disappear one after the other over time. `DECIMATE` Decimate, Reduce the geometry density. `EDGE_SPLIT` Edge Split, Split away joined faces at the edges. `MASK` Mask, Dynamically hide vertices based on a vertex group or armature. `MIRROR` Mirror, Mirror along the local X, Y and/or Z axes, over the object origin. `MULTIRES` Multiresolution, Subdivide the mesh in a way that allows editing the higher subdivision levels. `REMESH` Remesh, Generate new mesh topology based on the current shape. `SCREW` Screw, Lathe around an axis, treating the inout mesh as a profile. `SKIN` Skin, Create a solid shape from vertices and edges, using the vertex radius to define the thickness. `SOLIDIFY` Solidify, Make the surface thick. `SUBSURF` Subdivision Surface, Split the faces into smaller parts, giving it a smoother appearance. `TRIANGULATE` Triangulate, Convert all polygons to triangles. `WIREFRAME` Wireframe, Convert faces into thickened edges. `WELD` Weld, Find groups of vertices closer then dist and merges them together. `ARMATURE` Armature, Deform the shape using an armature object. `CAST` Cast, Shift the shape towards a predefined primitive. `CURVE` Curve, Bend the mesh using a curve object. `DISPLACE` Displace, Offset vertices based on a texture. `HOOK` Hook, Deform specific points using another object. `LAPLACIANDEFORM` Laplacian Deform, Deform based a series of anchor points. `LATTICE` Lattice, Deform using the shape of a lattice object. `MESH_DEFORM` Mesh Deform, Deform using a different mesh, which acts as a deformation cage. `SHRINKWRAP` Shrinkwrap, Project the shape onto another object. `SIMPLE_DEFORM` Simple Deform, Deform the shape by twisting, bending, tapering or stretching. `SMOOTH` Smooth, Smooth the mesh by flattening the angles between adjacent faces. `CORRECTIVE_SMOOTH` Smooth Corrective, Smooth the mesh while still preserving the volume. `LAPLACIANSMOOTH` Smooth Laplacian, Reduce the noise on a mesh surface with minimal changes to its shape. `SURFACE_DEFORM` Surface Deform, Transfer motion from another mesh. `WARP` Warp, Warp parts of a mesh to a new location in a very flexible way thanks to 2 specified objects. `WAVE` Wave, Adds a ripple-like motion to an object’s geometry. `CLOTH` Cloth. `COLLISION` Collision. `DYNAMIC_PAINT` Dynamic Paint. `EXPLODE` Explode, Break apart the mesh faces and let them follow particles. `OCEAN` Ocean, Generate a moving ocean surface. `PARTICLE_INSTANCE` Particle Instance. `PARTICLE_SYSTEM` Particle System, Spawn particles from the shape. `FLUID` Fluid Simulation. `SOFT_BODY` Soft Body. `SURFACE` Surface.

`bpy.ops.object.``modifier_apply`(apply_as='DATA', modifier="")

  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

`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_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_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="")

  Remove a modifier from the active object

  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_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', 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_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 ['FILE_SORT_ALPHA', 'FILE_SORT_EXTENSION', 'FILE_SORT_TIME', 'FILE_SORT_SIZE'], (optional)) – File sorting mode `FILE_SORT_ALPHA` Name, Sort the file list alphabetically. `FILE_SORT_EXTENSION` Extension, Sort the file list by extension/type. `FILE_SORT_TIME` Modified Date, Sort files by modification time. `FILE_SORT_SIZE` Size, Sort files by size. 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_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="")

  Add a new level of subdivision

  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_no_inverse_set`()

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

`bpy.ops.object.``parent_set`(type='OBJECT', xmirror=False, keep_transform=False)

  Set the object’s parenting

  Parameters: | type (enum in ['OBJECT', 'ARMATURE', 'ARMATURE_NAME', 'ARMATURE_AUTO', 'ARMATURE_ENVELOPE', 'BONE', 'BONE_RELATIVE', 'CURVE', 'FOLLOW', 'PATH_CONST', 'LATTICE', 'VERTEX', 'VERTEX_TRI'], (optional)) – Type xmirror (boolean, (optional)) – X Mirror, Apply weights symmetrically along X axis, for Envelope/Automatic vertex groups creation keep_transform (boolean, (optional)) – Keep Transform, Apply transformation before parenting

`bpy.ops.object.``particle_system_add`()

  Add a particle system

`bpy.ops.object.``particle_system_remove`()

  Remove the selected particle system

`bpy.ops.object.``paths_calculate`(start_frame=1, end_frame=250)

  Calculate motion paths for the selected objects

  Parameters: | start_frame (int in [-1048574, 1048574], (optional)) – Start, First frame to calculate object paths on end_frame (int in [-1048574, 1048574], (optional)) – End, Last frame to calculate object paths on

`bpy.ops.object.``paths_clear`(only_selected=False)

  Clear path caches for all objects, hold Shift key for selected objects only

  Parameters: | only_selected (boolean, (optional)) – Only Selected, Only clear paths from selected objects

`bpy.ops.object.``paths_range_update`()

  Update frame range for motion paths from the Scene’s current frame range

`bpy.ops.object.``paths_update`()

  Recalculate paths for selected objects

`bpy.ops.object.``posemode_toggle`()

  Enable or disable posing/selecting bones

`bpy.ops.object.``proxy_make`(object='DEFAULT')

  Add empty object to become local replacement data of a library-linked object

  Parameters: | object (enum in ['DEFAULT'], (optional)) – Proxy Object, Name of lib-linked/collection object to make a proxy for

`bpy.ops.object.``quadriflow_remesh`(use_paint_symmetry=True, use_preserve_sharp=False, use_preserve_boundary=False, use_mesh_curvature=False, preserve_paint_mask=False, smooth_normals=False, mode='FACES', target_ratio=1.0, target_edge_length=0.1, target_faces=4000, mesh_area=-1, seed=0)

  Create a new quad based mesh using the surface data of the current mesh. All data layers will be lost

  Parameters: | use_paint_symmetry (boolean, (optional)) – Use Paint Symmetry, Generates a symmetrycal mesh using the paint 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 use_mesh_curvature (boolean, (optional)) – Use Mesh Curvature, Take the mesh curvature into account when remeshing 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)) – Amount 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:175

`bpy.ops.object.``quick_fur`(density='MEDIUM', view_percentage=10, length=0.1)

  Add fur setup to the selected objects

  Parameters: | density (enum in ['LIGHT', 'MEDIUM', 'HEAVY'], (optional)) – Fur Density view_percentage (int in [1, 100], (optional)) – View % length (float in [0.001, 100], (optional)) – Length
  File: | startup/bl_operators/object_quick_effects.py:84

`bpy.ops.object.``quick_liquid`(show_flows=False)

  Undocumented contribute <https://developer.blender.org/T51061>

  Parameters: | show_flows (boolean, (optional)) – Render Liquid Objects, Keep the liquid objects visible during rendering
  File: | startup/bl_operators/object_quick_effects.py:454

`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:351

`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 loc/rot/scale

  Parameters: | random_seed (int in [0, 10000], (optional)) – Random Seed, Seed value for the random generator use_delta (boolean, (optional)) – Transform Delta, Randomize delta transform values instead of regular transform use_loc (boolean, (optional)) – Randomize Location, Randomize the location values loc (float array of 3 items in [-100, 100], (optional)) – Location, Maximum distance the objects can spread over each axis use_rot (boolean, (optional)) – Randomize Rotation, Randomize the rotation values rot (float array of 3 items in [-3.14159, 3.14159], (optional)) – Rotation, Maximum rotation over each axis use_scale (boolean, (optional)) – Randomize Scale, Randomize the scale values scale_even (boolean, (optional)) – Scale Even, Use the same scale value for all axis scale (float array of 3 items in [-100, 100], (optional)) – Scale, Maximum scale randomization over each axis
  File: | startup/bl_operators/object_randomize_transform.py:175

`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 ['MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'ARMATURE', 'LATTICE', 'EMPTY', 'GPENCIL', 'CAMERA', 'LIGHT', 'SPEAKER', 'LIGHT_PROBE'], (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:132

`bpy.ops.object.``select_grouped`(extend=False, type='CHILDREN_RECURSIVE')

  Select all visible objects grouped by various properties

  Parameters: | extend (boolean, (optional)) – Extend, Extend selection instead of deselecting everything first type (enum in ['CHILDREN_RECURSIVE', 'CHILDREN', 'PARENT', 'SIBLINGS', 'TYPE', 'COLLECTION', 'HOOK', 'PASS', 'COLOR', 'KEYINGSET', 'LIGHT_TYPE'], (optional)) – Type `CHILDREN_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. `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:182

`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 eg. L.sword -> 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:55

`bpy.ops.object.``select_random`(percent=50.0, seed=0, action='SELECT')

  Set select on random visible objects

  Parameters: | percent (float in [0, 100], (optional)) – Percent, Percentage of objects 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`()

  Render and display faces smooth, using interpolated Vertex Normals

`bpy.ops.object.``shaderfx_add`(type='FX_BLUR')

  Add a visual effect to the active object

  Parameters: | type (enum in ['FX_BLUR', 'FX_COLORIZE', 'FX_FLIP', 'FX_GLOW', 'FX_LIGHT', 'FX_PIXEL', 'FX_RIM', 'FX_SHADOW', 'FX_SWIRL', 'FX_WAVE'], (optional)) – Type `FX_BLUR` Blur, Apply Gaussian Blur to object. `FX_COLORIZE` Colorize, Apply different tint effects. `FX_FLIP` Flip, Flip image. `FX_GLOW` Glow, Create a glow effect. `FX_LIGHT` Light, Simulate illumination. `FX_PIXEL` Pixelate, Pixelate image. `FX_RIM` Rim, Add a rim to the image. `FX_SHADOW` Shadow, Create a shadow effect. `FX_SWIRL` Swirl, Create a rotation distortion. `FX_WAVE` Wave Distortion, Apply sinusoidal deformation.

`bpy.ops.object.``shaderfx_move_down`(shaderfx="")

  Move shaderfx down in the stack

  Parameters: | shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit

`bpy.ops.object.``shaderfx_move_up`(shaderfx="")

  Move shaderfx up in the stack

  Parameters: | shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit

`bpy.ops.object.``shaderfx_remove`(shaderfx="")

  Remove a shaderfx from the active grease pencil object

  Parameters: | shaderfx (string, (optional, never None)) – Shader, Name of the shaderfx to edit

`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)

  Remove shape key from the object

  Parameters: | all (boolean, (optional)) – All, Remove all shape keys

`bpy.ops.object.``shape_key_retime`()

  Resets the timing for absolute shape keys

`bpy.ops.object.``shape_key_transfer`(mode='OFFSET', use_clamp=False)

  Copy the active shape key of another selected object to this one

  Parameters: | mode (enum in ['OFFSET', 'RELATIVE_FACE', 'RELATIVE_EDGE'], (optional)) – Transformation Mode, Relative shape positions to the new shape method `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:482

`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))

  Add a speaker object to the scene

  Parameters: | enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode 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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`bpy.ops.object.``subdivision_set`(level=1, relative=False)

  Sets a Subdivision Surface Level (1-5)

  Parameters: | level (int in [-100, 100], (optional)) – Level relative (boolean, (optional)) – Relative, Apply the subsurf level as an offset relative to the current level
  File: | startup/bl_operators/object.py:250

`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))

  Add a text object to the scene

  Parameters: | radius (float in [0, inf], (optional)) – Radius enter_editmode (boolean, (optional)) – Enter Editmode, Enter editmode 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 (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object

`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.``transform_apply`(location=True, rotation=True, scale=True, properties=True)

  Apply the object’s transformation to its data

  Parameters: | location (boolean, (optional)) – Location rotation (boolean, (optional)) – Rotation scale (boolean, (optional)) – Scale properties (boolean, (optional)) – Apply Properties, Modify properties such as curve vertex radius, font size and bone envelope

`bpy.ops.object.``transform_axis_target`()

  Interactively point cameras and lights to a location (Ctrl translates)

`bpy.ops.object.``transforms_to_deltas`(mode='ALL', reset_values=True)

  Convert normal object transforms to delta transforms, any existing delta transforms will be included as well

  Parameters: | mode (enum in ['ALL', 'LOC', 'ROT', 'SCALE'], (optional)) – Mode, Which transforms to transfer `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:724

`bpy.ops.object.``unlink_data`()

  Undocumented contribute <https://developer.blender.org/T51061>

`bpy.ops.object.``vertex_group_add`()

  Add a new vertex group to the active object

`bpy.ops.object.``vertex_group_assign`()

  Assign the selected vertices to the active vertex group

`bpy.ops.object.``vertex_group_assign_new`()

  Assign the selected vertices to a new vertex group

`bpy.ops.object.``vertex_group_clean`(group_select_mode='', limit=0.0, keep_single=False)

  Remove vertex group assignments which are not required

  Parameters: | group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used limit (float in [0, 1], (optional)) – Limit, Remove vertices which weight is below or equal to this limit keep_single (boolean, (optional)) – Keep Single, Keep verts assigned to at least one group when cleaning

`bpy.ops.object.``vertex_group_copy`()

  Make a copy of the active vertex group

`bpy.ops.object.``vertex_group_copy_to_linked`()

  Replace vertex groups of all users of the same geometry data by vertex groups of active object

`bpy.ops.object.``vertex_group_copy_to_selected`()

  Replace vertex groups of selected objects by vertex groups of active object

`bpy.ops.object.``vertex_group_deselect`()

  Deselect all selected vertices assigned to the active vertex group

`bpy.ops.object.``vertex_group_fix`(dist=0.0, strength=1.0, accuracy=1.0)

  Modify the position of selected vertices by changing only their respective groups’ weights (this tool may be slow for many vertices)

  Parameters: | dist (float in [-inf, inf], (optional)) – Distance, The distance to move to strength (float in [-2, inf], (optional)) – Strength, The distance moved can be changed by this multiplier accuracy (float in [0.05, inf], (optional)) – Change Sensitivity, Change the amount weights are altered with each iteration: lower values are slower

`bpy.ops.object.``vertex_group_invert`(group_select_mode='', auto_assign=True, auto_remove=True)

  Invert active vertex group’s weights

  Parameters: | group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used auto_assign (boolean, (optional)) – Add Weights, Add verts from groups that have zero weight before inverting auto_remove (boolean, (optional)) – Remove Weights, Remove verts 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')

  Change the lock state of all 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.

`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 Verts, Clear the active group

`bpy.ops.object.``vertex_group_select`()

  Select all the vertices assigned to the active vertex group

`bpy.ops.object.``vertex_group_set_active`(group='')

  Set the active vertex group

  Parameters: | group (enum in [], (optional)) – Group, Vertex group to set as active

`bpy.ops.object.``vertex_group_smooth`(group_select_mode='', factor=0.5, repeat=1, expand=0.0)

  Smooth weights for selected vertices

  Parameters: | group_select_mode (enum in [], (optional)) – Subset, Define which subset of Groups shall be used factor (float in [0, 1], (optional)) – Factor repeat (int in [1, 10000], (optional)) – Iterations expand (float in [-1, 1], (optional)) – Expand/Contract, Expand/contract weights

`bpy.ops.object.``vertex_group_sort`(sort_type='NAME')

  Sort vertex groups

  Parameters: | sort_type (enum in ['NAME', 'BONE_HIERARCHY'], (optional)) – Sort type, Sort type

`bpy.ops.object.``vertex_parent_set`()

  Parent selected objects to the selected vertices

`bpy.ops.object.``vertex_weight_copy`()

  Copy weights from active to selected

`bpy.ops.object.``vertex_weight_delete`(weight_group=-1)

  Delete this weight from the vertex (disabled if vertex group is locked)

  Parameters: | weight_group (int in [-1, inf], (optional)) – Weight Index, Index of source weight in active vertex group

`bpy.ops.object.``vertex_weight_normalize_active_vertex`()

  Normalize active vertex’s weights

`bpy.ops.object.``vertex_weight_paste`(weight_group=-1)

  Copy this group’s weight to other selected verts (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.``voxel_remesh`()

  Calculates a new manifold mesh based on the volume of the current mesh. All data layers will be lost