Mesh Operators¶
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bpy.ops.mesh.
average_normals
(average_type='CUSTOM_NORMAL', weight=50, threshold=0.01)¶ Average custom normals of selected vertices
- Parameters
average_type (enum in ['CUSTOM_NORMAL', 'FACE_AREA', 'CORNER_ANGLE'], (optional)) –
Type, Averaging method
CUSTOM_NORMAL
Custom Normal – Take average of vertex normals.FACE_AREA
Face Area – Set all vertex normals by face area.CORNER_ANGLE
Corner Angle – Set all vertex normals by corner angle.
weight (int in [1, 100], (optional)) – Weight, Weight applied per face
threshold (float in [0, 10], (optional)) – Threshold, Threshold value for different weights to be considered equal
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bpy.ops.mesh.
beautify_fill
(angle_limit=3.14159)¶ Rearrange some faces to try to get less degenerated geometry
- Parameters
angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit
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bpy.ops.mesh.
bevel
(offset_type='OFFSET', offset=0.0, profile_type='SUPERELLIPSE', offset_pct=0.0, segments=1, profile=0.5, affect='EDGES', clamp_overlap=False, loop_slide=True, mark_seam=False, mark_sharp=False, material=- 1, harden_normals=False, face_strength_mode='NONE', miter_outer='SHARP', miter_inner='SHARP', spread=0.1, vmesh_method='ADJ', release_confirm=False)¶ Cut into selected items at an angle to create bevel or chamfer
- Parameters
offset_type (enum in ['OFFSET', 'WIDTH', 'DEPTH', 'PERCENT', 'ABSOLUTE'], (optional)) –
Width Type, The method for determining the size of the bevel
OFFSET
Offset – Amount is offset of new edges from original.WIDTH
Width – Amount is width of new face.DEPTH
Depth – Amount is perpendicular distance from original edge to bevel face.PERCENT
Percent – Amount is percent of adjacent edge length.ABSOLUTE
Absolute – Amount is absolute distance along adjacent edge.
offset (float in [0, 1e+06], (optional)) – Width, Bevel amount
profile_type (enum in ['SUPERELLIPSE', 'CUSTOM'], (optional)) –
Profile Type, The type of shape used to rebuild a beveled section
SUPERELLIPSE
Superellipse – The profile can be a concave or convex curve.CUSTOM
Custom – The profile can be any arbitrary path between its endpoints.
offset_pct (float in [0, 100], (optional)) – Width Percent, Bevel amount for percentage method
segments (int in [1, 1000], (optional)) – Segments, Segments for curved edge
profile (float in [0, 1], (optional)) – Profile, Controls profile shape (0.5 = round)
affect (enum in ['VERTICES', 'EDGES'], (optional)) –
Affect, Affect edges or vertices
VERTICES
Vertices – Affect only vertices.EDGES
Edges – Affect only edges.
clamp_overlap (boolean, (optional)) – Clamp Overlap, Do not allow beveled edges/vertices to overlap each other
loop_slide (boolean, (optional)) – Loop Slide, Prefer sliding along edges to even widths
mark_seam (boolean, (optional)) – Mark Seams, Mark Seams along beveled edges
mark_sharp (boolean, (optional)) – Mark Sharp, Mark beveled edges as sharp
material (int in [-1, inf], (optional)) – Material Index, Material for bevel faces (-1 means use adjacent faces)
harden_normals (boolean, (optional)) – Harden Normals, Match normals of new faces to adjacent faces
face_strength_mode (enum in ['NONE', 'NEW', 'AFFECTED', 'ALL'], (optional)) –
Face Strength Mode, Whether to set face strength, and which faces to set face strength on
NONE
None – Do not set face strength.NEW
New – Set face strength on new faces only.AFFECTED
Affected – Set face strength on new and modified faces only.ALL
All – Set face strength on all faces.
miter_outer (enum in ['SHARP', 'PATCH', 'ARC'], (optional)) –
Outer Miter, Pattern to use for outside of miters
SHARP
Sharp – Outside of miter is sharp.PATCH
Patch – Outside of miter is squared-off patch.ARC
Arc – Outside of miter is arc.
miter_inner (enum in ['SHARP', 'ARC'], (optional)) –
Inner Miter, Pattern to use for inside of miters
SHARP
Sharp – Inside of miter is sharp.ARC
Arc – Inside of miter is arc.
spread (float in [0, 1e+06], (optional)) – Spread, Amount to spread arcs for arc inner miters
vmesh_method (enum in ['ADJ', 'CUTOFF'], (optional)) –
Vertex Mesh Method, The method to use to create meshes at intersections
ADJ
Grid Fill – Default patterned fill.CUTOFF
Cutoff – A cutoff at each profile’s end before the intersection.
release_confirm (boolean, (optional)) – Confirm on Release
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bpy.ops.mesh.
bisect
(plane_co=(0.0, 0.0, 0.0), plane_no=(0.0, 0.0, 0.0), use_fill=False, clear_inner=False, clear_outer=False, threshold=0.0001, xstart=0, xend=0, ystart=0, yend=0, flip=False, cursor=5)¶ Cut geometry along a plane (click-drag to define plane)
- Parameters
plane_co (float array of 3 items in [-inf, inf], (optional)) – Plane Point, A point on the plane
plane_no (float array of 3 items in [-1, 1], (optional)) – Plane Normal, The direction the plane points
use_fill (boolean, (optional)) – Fill, Fill in the cut
clear_inner (boolean, (optional)) – Clear Inner, Remove geometry behind the plane
clear_outer (boolean, (optional)) – Clear Outer, Remove geometry in front of the plane
threshold (float in [0, 10], (optional)) – Axis Threshold, Preserves the existing geometry along the cut plane
xstart (int in [-inf, inf], (optional)) – X Start
xend (int in [-inf, inf], (optional)) – X End
ystart (int in [-inf, inf], (optional)) – Y Start
yend (int in [-inf, inf], (optional)) – Y End
flip (boolean, (optional)) – Flip
cursor (int in [0, inf], (optional)) – Cursor, Mouse cursor style to use during the modal operator
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bpy.ops.mesh.
blend_from_shape
(shape='', blend=1.0, add=True)¶ Blend in shape from a shape key
- Parameters
shape (enum in [], (optional)) – Shape, Shape key to use for blending
blend (float in [-1000, 1000], (optional)) – Blend, Blending factor
add (boolean, (optional)) – Add, Add rather than blend between shapes
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bpy.ops.mesh.
bridge_edge_loops
(type='SINGLE', use_merge=False, merge_factor=0.5, twist_offset=0, number_cuts=0, interpolation='PATH', smoothness=1.0, profile_shape_factor=0.0, profile_shape='SMOOTH')¶ Create a bridge of faces between two or more selected edge loops
- Parameters
type (enum in ['SINGLE', 'CLOSED', 'PAIRS'], (optional)) – Connect Loops, Method of bridging multiple loops
use_merge (boolean, (optional)) – Merge, Merge rather than creating faces
merge_factor (float in [0, 1], (optional)) – Merge Factor
twist_offset (int in [-1000, 1000], (optional)) – Twist, Twist offset for closed loops
number_cuts (int in [0, 1000], (optional)) – Number of Cuts
interpolation (enum in ['LINEAR', 'PATH', 'SURFACE'], (optional)) – Interpolation, Interpolation method
smoothness (float in [0, 1000], (optional)) – Smoothness, Smoothness factor
profile_shape_factor (float in [-1000, 1000], (optional)) – Profile Factor, How much intermediary new edges are shrunk/expanded
profile_shape (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR'], (optional)) –
Profile Shape, Shape of the profile
SMOOTH
Smooth – Smooth falloff.SPHERE
Sphere – Spherical falloff.ROOT
Root – Root falloff.INVERSE_SQUARE
Inverse Square – Inverse Square falloff.SHARP
Sharp – Sharp falloff.LINEAR
Linear – Linear falloff.
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bpy.ops.mesh.
colors_reverse
()¶ Flip direction of vertex colors inside faces
-
bpy.ops.mesh.
colors_rotate
(use_ccw=False)¶ Rotate vertex colors inside faces
- Parameters
use_ccw (boolean, (optional)) – Counter Clockwise
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bpy.ops.mesh.
convex_hull
(delete_unused=True, use_existing_faces=True, make_holes=False, join_triangles=True, face_threshold=0.698132, shape_threshold=0.698132, uvs=False, vcols=False, seam=False, sharp=False, materials=False)¶ Enclose selected vertices in a convex polyhedron
- Parameters
delete_unused (boolean, (optional)) – Delete Unused, Delete selected elements that are not used by the hull
use_existing_faces (boolean, (optional)) – Use Existing Faces, Skip hull triangles that are covered by a pre-existing face
make_holes (boolean, (optional)) – Make Holes, Delete selected faces that are used by the hull
join_triangles (boolean, (optional)) – Join Triangles, Merge adjacent triangles into quads
face_threshold (float in [0, 3.14159], (optional)) – Max Face Angle, Face angle limit
shape_threshold (float in [0, 3.14159], (optional)) – Max Shape Angle, Shape angle limit
uvs (boolean, (optional)) – Compare UVs
vcols (boolean, (optional)) – Compare VCols
seam (boolean, (optional)) – Compare Seam
sharp (boolean, (optional)) – Compare Sharp
materials (boolean, (optional)) – Compare Materials
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bpy.ops.mesh.
customdata_custom_splitnormals_add
()¶ Add a custom split normals layer, if none exists yet
-
bpy.ops.mesh.
customdata_custom_splitnormals_clear
()¶ Remove the custom split normals layer, if it exists
-
bpy.ops.mesh.
customdata_mask_clear
()¶ Clear vertex sculpt masking data from the mesh
-
bpy.ops.mesh.
customdata_skin_add
()¶ Add a vertex skin layer
-
bpy.ops.mesh.
customdata_skin_clear
()¶ Clear vertex skin layer
-
bpy.ops.mesh.
decimate
(ratio=1.0, use_vertex_group=False, vertex_group_factor=1.0, invert_vertex_group=False, use_symmetry=False, symmetry_axis='Y')¶ Simplify geometry by collapsing edges
- Parameters
ratio (float in [0, 1], (optional)) – Ratio
use_vertex_group (boolean, (optional)) – Vertex Group, Use active vertex group as an influence
vertex_group_factor (float in [0, 1000], (optional)) – Weight, Vertex group strength
invert_vertex_group (boolean, (optional)) – Invert, Invert vertex group influence
use_symmetry (boolean, (optional)) – Symmetry, Maintain symmetry on an axis
symmetry_axis (enum in ['X', 'Y', 'Z'], (optional)) – Axis, Axis of symmetry
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bpy.ops.mesh.
delete
(type='VERT')¶ Delete selected vertices, edges or faces
- Parameters
type (enum in ['VERT', 'EDGE', 'FACE', 'EDGE_FACE', 'ONLY_FACE'], (optional)) – Type, Method used for deleting mesh data
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bpy.ops.mesh.
delete_edgeloop
(use_face_split=True)¶ Delete an edge loop by merging the faces on each side
- Parameters
use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
-
bpy.ops.mesh.
delete_loose
(use_verts=True, use_edges=True, use_faces=False)¶ Delete loose vertices, edges or faces
- Parameters
use_verts (boolean, (optional)) – Vertices, Remove loose vertices
use_edges (boolean, (optional)) – Edges, Remove loose edges
use_faces (boolean, (optional)) – Faces, Remove loose faces
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bpy.ops.mesh.
dissolve_degenerate
(threshold=0.0001)¶ Dissolve zero area faces and zero length edges
- Parameters
threshold (float in [1e-06, 50], (optional)) – Merge Distance, Maximum distance between elements to merge
-
bpy.ops.mesh.
dissolve_edges
(use_verts=True, use_face_split=False)¶ Dissolve edges, merging faces
- Parameters
use_verts (boolean, (optional)) – Dissolve Vertices, Dissolve remaining vertices
use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
-
bpy.ops.mesh.
dissolve_faces
(use_verts=False)¶ Dissolve faces
- Parameters
use_verts (boolean, (optional)) – Dissolve Vertices, Dissolve remaining vertices
-
bpy.ops.mesh.
dissolve_limited
(angle_limit=0.0872665, use_dissolve_boundaries=False, delimit={'NORMAL'})¶ Dissolve selected edges and vertices, limited by the angle of surrounding geometry
- Parameters
angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit
use_dissolve_boundaries (boolean, (optional)) – All Boundaries, Dissolve all vertices in between face boundaries
delimit (enum set in {'NORMAL', 'MATERIAL', 'SEAM', 'SHARP', 'UV'}, (optional)) –
Delimit, Delimit dissolve operation
NORMAL
Normal – Delimit by face directions.MATERIAL
Material – Delimit by face material.SEAM
Seam – Delimit by edge seams.SHARP
Sharp – Delimit by sharp edges.UV
UVs – Delimit by UV coordinates.
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bpy.ops.mesh.
dissolve_mode
(use_verts=False, use_face_split=False, use_boundary_tear=False)¶ Dissolve geometry based on the selection mode
- Parameters
use_verts (boolean, (optional)) – Dissolve Vertices, Dissolve remaining vertices
use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
use_boundary_tear (boolean, (optional)) – Tear Boundary, Split off face corners instead of merging faces
-
bpy.ops.mesh.
dissolve_verts
(use_face_split=False, use_boundary_tear=False)¶ Dissolve vertices, merge edges and faces
- Parameters
use_face_split (boolean, (optional)) – Face Split, Split off face corners to maintain surrounding geometry
use_boundary_tear (boolean, (optional)) – Tear Boundary, Split off face corners instead of merging faces
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bpy.ops.mesh.
dupli_extrude_cursor
(rotate_source=True)¶ Duplicate and extrude selected vertices, edges or faces towards the mouse cursor
- Parameters
rotate_source (boolean, (optional)) – Rotate Source, Rotate initial selection giving better shape
-
bpy.ops.mesh.
duplicate
(mode=1)¶ Duplicate selected vertices, edges or faces
- Parameters
mode (int in [0, inf], (optional)) – Mode
-
bpy.ops.mesh.
duplicate_move
(MESH_OT_duplicate=None, TRANSFORM_OT_translate=None)¶ Duplicate mesh and move
- Parameters
MESH_OT_duplicate (
MESH_OT_duplicate
, (optional)) – Duplicate, Duplicate selected vertices, edges or facesTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
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bpy.ops.mesh.
edge_collapse
()¶ Collapse isolated edge and face regions, merging data such as UV’s and vertex colors. This can collapse edge-rings as well as regions of connected faces into vertices
-
bpy.ops.mesh.
edge_face_add
()¶ Add an edge or face to selected
-
bpy.ops.mesh.
edge_rotate
(use_ccw=False)¶ Rotate selected edge or adjoining faces
- Parameters
use_ccw (boolean, (optional)) – Counter Clockwise
-
bpy.ops.mesh.
edge_split
(type='EDGE')¶ Split selected edges so that each neighbor face gets its own copy
- Parameters
type (enum in ['EDGE', 'VERT'], (optional)) –
Type, Method to use for splitting
EDGE
Faces by Edges – Split faces along selected edges.VERT
Faces & Edges by Vertices – Split faces and edges connected to selected vertices.
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bpy.ops.mesh.
edgering_select
(extend=False, deselect=False, toggle=False, ring=True)¶ Select an edge ring
- Parameters
extend (boolean, (optional)) – Extend, Extend the selection
deselect (boolean, (optional)) – Deselect, Remove from the selection
toggle (boolean, (optional)) – Toggle Select, Toggle the selection
ring (boolean, (optional)) – Select Ring, Select ring
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bpy.ops.mesh.
edges_select_sharp
(sharpness=0.523599)¶ Select all sharp enough edges
- Parameters
sharpness (float in [0.000174533, 3.14159], (optional)) – Sharpness
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bpy.ops.mesh.
extrude_context
(use_normal_flip=False, use_dissolve_ortho_edges=False, mirror=False)¶ Extrude selection
- Parameters
use_normal_flip (boolean, (optional)) – Flip Normals
use_dissolve_ortho_edges (boolean, (optional)) – Dissolve Orthogonal Edges
mirror (boolean, (optional)) – Mirror Editing
-
bpy.ops.mesh.
extrude_context_move
(MESH_OT_extrude_context=None, TRANSFORM_OT_translate=None)¶ Extrude region together along the average normal
- Parameters
MESH_OT_extrude_context (
MESH_OT_extrude_context
, (optional)) – Extrude Context, Extrude selectionTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
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bpy.ops.mesh.
extrude_edges_indiv
(use_normal_flip=False, mirror=False)¶ Extrude individual edges only
- Parameters
use_normal_flip (boolean, (optional)) – Flip Normals
mirror (boolean, (optional)) – Mirror Editing
-
bpy.ops.mesh.
extrude_edges_move
(MESH_OT_extrude_edges_indiv=None, TRANSFORM_OT_translate=None)¶ Extrude edges and move result
- Parameters
MESH_OT_extrude_edges_indiv (
MESH_OT_extrude_edges_indiv
, (optional)) – Extrude Only Edges, Extrude individual edges onlyTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
extrude_faces_indiv
(mirror=False)¶ Extrude individual faces only
- Parameters
mirror (boolean, (optional)) – Mirror Editing
-
bpy.ops.mesh.
extrude_faces_move
(MESH_OT_extrude_faces_indiv=None, TRANSFORM_OT_shrink_fatten=None)¶ Extrude each individual face separately along local normals
- Parameters
MESH_OT_extrude_faces_indiv (
MESH_OT_extrude_faces_indiv
, (optional)) – Extrude Individual Faces, Extrude individual faces onlyTRANSFORM_OT_shrink_fatten (
TRANSFORM_OT_shrink_fatten
, (optional)) – Shrink/Fatten, Shrink/fatten selected vertices along normals
-
bpy.ops.mesh.
extrude_manifold
(MESH_OT_extrude_region=None, TRANSFORM_OT_translate=None)¶ Extrude, dissolves edges whose faces form a flat surface and intersect new edges
- Parameters
MESH_OT_extrude_region (
MESH_OT_extrude_region
, (optional)) – Extrude Region, Extrude region of facesTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
extrude_region
(use_normal_flip=False, use_dissolve_ortho_edges=False, mirror=False)¶ Extrude region of faces
- Parameters
use_normal_flip (boolean, (optional)) – Flip Normals
use_dissolve_ortho_edges (boolean, (optional)) – Dissolve Orthogonal Edges
mirror (boolean, (optional)) – Mirror Editing
-
bpy.ops.mesh.
extrude_region_move
(MESH_OT_extrude_region=None, TRANSFORM_OT_translate=None)¶ Extrude region and move result
- Parameters
MESH_OT_extrude_region (
MESH_OT_extrude_region
, (optional)) – Extrude Region, Extrude region of facesTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
extrude_region_shrink_fatten
(MESH_OT_extrude_region=None, TRANSFORM_OT_shrink_fatten=None)¶ Extrude region together along local normals
- Parameters
MESH_OT_extrude_region (
MESH_OT_extrude_region
, (optional)) – Extrude Region, Extrude region of facesTRANSFORM_OT_shrink_fatten (
TRANSFORM_OT_shrink_fatten
, (optional)) – Shrink/Fatten, Shrink/fatten selected vertices along normals
-
bpy.ops.mesh.
extrude_repeat
(steps=10, offset=(0.0, 0.0, 0.0), scale_offset=1.0)¶ Extrude selected vertices, edges or faces repeatedly
- Parameters
steps (int in [0, 1000000], (optional)) – Steps
offset (float array of 3 items in [-100000, 100000], (optional)) – Offset, Offset vector
scale_offset (float in [0, inf], (optional)) – Scale Offset
-
bpy.ops.mesh.
extrude_vertices_move
(MESH_OT_extrude_verts_indiv=None, TRANSFORM_OT_translate=None)¶ Extrude vertices and move result
- Parameters
MESH_OT_extrude_verts_indiv (
MESH_OT_extrude_verts_indiv
, (optional)) – Extrude Only Vertices, Extrude individual vertices onlyTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
extrude_verts_indiv
(mirror=False)¶ Extrude individual vertices only
- Parameters
mirror (boolean, (optional)) – Mirror Editing
-
bpy.ops.mesh.
face_make_planar
(factor=1.0, repeat=1)¶ Flatten selected faces
- Parameters
factor (float in [-10, 10], (optional)) – Factor
repeat (int in [1, 10000], (optional)) – Iterations
-
bpy.ops.mesh.
face_set_extract
(add_boundary_loop=True, smooth_iterations=4, apply_shrinkwrap=True, add_solidify=True)¶ Create a new mesh object from the selected Face Set
- Parameters
add_boundary_loop (boolean, (optional)) – Add Boundary Loop, Add an extra edge loop to better preserve the shape when applying a subdivision surface modifier
smooth_iterations (int in [0, inf], (optional)) – Smooth Iterations, Smooth iterations applied to the extracted mesh
apply_shrinkwrap (boolean, (optional)) – Project to Sculpt, Project the extracted mesh into the original sculpt
add_solidify (boolean, (optional)) – Extract as Solid, Extract the mask as a solid object with a solidify modifier
-
bpy.ops.mesh.
face_split_by_edges
()¶ Weld loose edges into faces (splitting them into new faces)
-
bpy.ops.mesh.
faces_mirror_uv
(direction='POSITIVE', precision=3)¶ Copy mirror UV coordinates on the X axis based on a mirrored mesh
- Parameters
direction (enum in ['POSITIVE', 'NEGATIVE'], (optional)) – Axis Direction
precision (int in [1, 16], (optional)) – Precision, Tolerance for finding vertex duplicates
- File
-
bpy.ops.mesh.
faces_select_linked_flat
(sharpness=0.0174533)¶ Select linked faces by angle
- Parameters
sharpness (float in [0.000174533, 3.14159], (optional)) – Sharpness
-
bpy.ops.mesh.
faces_shade_flat
()¶ Display faces flat
-
bpy.ops.mesh.
faces_shade_smooth
()¶ Display faces smooth (using vertex normals)
-
bpy.ops.mesh.
fill
(use_beauty=True)¶ Fill a selected edge loop with faces
- Parameters
use_beauty (boolean, (optional)) – Beauty, Use best triangulation division
-
bpy.ops.mesh.
fill_grid
(span=1, offset=0, use_interp_simple=False)¶ Fill grid from two loops
- Parameters
span (int in [1, 1000], (optional)) – Span, Number of grid columns
offset (int in [-1000, 1000], (optional)) – Offset, Vertex that is the corner of the grid
use_interp_simple (boolean, (optional)) – Simple Blending, Use simple interpolation of grid vertices
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bpy.ops.mesh.
fill_holes
(sides=4)¶ Fill in holes (boundary edge loops)
- Parameters
sides (int in [0, 1000], (optional)) – Sides, Number of sides in hole required to fill (zero fills all holes)
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bpy.ops.mesh.
flip_normals
(only_clnors=False)¶ Flip the direction of selected faces’ normals (and of their vertices)
- Parameters
only_clnors (boolean, (optional)) – Custom Normals Only, Only flip the custom loop normals of the selected elements
-
bpy.ops.mesh.
hide
(unselected=False)¶ Hide (un)selected vertices, edges or faces
- Parameters
unselected (boolean, (optional)) – Unselected, Hide unselected rather than selected
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bpy.ops.mesh.
inset
(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_edge_rail=False, thickness=0.0, depth=0.0, use_outset=False, use_select_inset=False, use_individual=False, use_interpolate=True, release_confirm=False)¶ Inset new faces into selected faces
- Parameters
use_boundary (boolean, (optional)) – Boundary, Inset face boundaries
use_even_offset (boolean, (optional)) – Offset Even, Scale the offset to give more even thickness
use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
use_edge_rail (boolean, (optional)) – Edge Rail, Inset the region along existing edges
thickness (float in [0, inf], (optional)) – Thickness
depth (float in [-inf, inf], (optional)) – Depth
use_outset (boolean, (optional)) – Outset, Outset rather than inset
use_select_inset (boolean, (optional)) – Select Outer, Select the new inset faces
use_individual (boolean, (optional)) – Individual, Individual face inset
use_interpolate (boolean, (optional)) – Interpolate, Blend face data across the inset
release_confirm (boolean, (optional)) – Confirm on Release
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bpy.ops.mesh.
intersect
(mode='SELECT_UNSELECT', separate_mode='CUT', threshold=1e-06, solver='EXACT')¶ Cut an intersection into faces
- Parameters
mode (enum in ['SELECT', 'SELECT_UNSELECT'], (optional)) –
Source
SELECT
Self Intersect – Self intersect selected faces.SELECT_UNSELECT
Selected/Unselected – Intersect selected with unselected faces.
separate_mode (enum in ['ALL', 'CUT', 'NONE'], (optional)) –
Separate Mode
ALL
All – Separate all geometry from intersections.CUT
Cut – Cut into geometry keeping each side separate (Selected/Unselected only).NONE
Merge – Merge all geometry from the intersection.
threshold (float in [0, 0.01], (optional)) – Merge Threshold
solver (enum in ['FAST', 'EXACT'], (optional)) –
Solver, Which Intersect solver to use
FAST
Fast – Faster solver, some limitations.EXACT
Exact – Exact solver, slower, handles more cases.
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bpy.ops.mesh.
intersect_boolean
(operation='DIFFERENCE', use_swap=False, use_self=False, threshold=1e-06, solver='EXACT')¶ Cut solid geometry from selected to unselected
- Parameters
operation (enum in ['INTERSECT', 'UNION', 'DIFFERENCE'], (optional)) – Boolean Operation, Which boolean operation to apply
use_swap (boolean, (optional)) – Swap, Use with difference intersection to swap which side is kept
use_self (boolean, (optional)) – Self, Do self-union or self-intersection
threshold (float in [0, 0.01], (optional)) – Merge Threshold
solver (enum in ['FAST', 'EXACT'], (optional)) –
Solver, Which Boolean solver to use
FAST
Fast – Faster solver, some limitations.EXACT
Exact – Exact solver, slower, handles more cases.
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bpy.ops.mesh.
knife_project
(cut_through=False)¶ Use other objects outlines and boundaries to project knife cuts
- Parameters
cut_through (boolean, (optional)) – Cut Through, Cut through all faces, not just visible ones
-
bpy.ops.mesh.
knife_tool
(use_occlude_geometry=True, only_selected=False, wait_for_input=True)¶ Cut new topology
- Parameters
use_occlude_geometry (boolean, (optional)) – Occlude Geometry, Only cut the front most geometry
only_selected (boolean, (optional)) – Only Selected, Only cut selected geometry
wait_for_input (boolean, (optional)) – Wait for Input
-
bpy.ops.mesh.
loop_multi_select
(ring=False)¶ Select a loop of connected edges by connection type
- Parameters
ring (boolean, (optional)) – Ring
-
bpy.ops.mesh.
loop_select
(extend=False, deselect=False, toggle=False, ring=False)¶ Select a loop of connected edges
- Parameters
extend (boolean, (optional)) – Extend Select, Extend the selection
deselect (boolean, (optional)) – Deselect, Remove from the selection
toggle (boolean, (optional)) – Toggle Select, Toggle the selection
ring (boolean, (optional)) – Select Ring, Select ring
-
bpy.ops.mesh.
loop_to_region
(select_bigger=False)¶ Select region of faces inside of a selected loop of edges
- Parameters
select_bigger (boolean, (optional)) – Select Bigger, Select bigger regions instead of smaller ones
-
bpy.ops.mesh.
loopcut
(number_cuts=1, smoothness=0.0, falloff='INVERSE_SQUARE', object_index=- 1, edge_index=- 1, mesh_select_mode_init=(False, False, False))¶ Add a new loop between existing loops
- Parameters
number_cuts (int in [1, 1000000], (optional)) – Number of Cuts
smoothness (float in [-1000, 1000], (optional)) – Smoothness, Smoothness factor
falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR'], (optional)) –
Falloff, Falloff type the feather
SMOOTH
Smooth – Smooth falloff.SPHERE
Sphere – Spherical falloff.ROOT
Root – Root falloff.INVERSE_SQUARE
Inverse Square – Inverse Square falloff.SHARP
Sharp – Sharp falloff.LINEAR
Linear – Linear falloff.
object_index (int in [-1, inf], (optional)) – Object Index
edge_index (int in [-1, inf], (optional)) – Edge Index
-
bpy.ops.mesh.
loopcut_slide
(MESH_OT_loopcut=None, TRANSFORM_OT_edge_slide=None)¶ Cut mesh loop and slide it
- Parameters
MESH_OT_loopcut (
MESH_OT_loopcut
, (optional)) – Loop Cut, Add a new loop between existing loopsTRANSFORM_OT_edge_slide (
TRANSFORM_OT_edge_slide
, (optional)) – Edge Slide, Slide an edge loop along a mesh
-
bpy.ops.mesh.
mark_freestyle_edge
(clear=False)¶ (Un)mark selected edges as Freestyle feature edges
- Parameters
clear (boolean, (optional)) – Clear
-
bpy.ops.mesh.
mark_freestyle_face
(clear=False)¶ (Un)mark selected faces for exclusion from Freestyle feature edge detection
- Parameters
clear (boolean, (optional)) – Clear
-
bpy.ops.mesh.
mark_seam
(clear=False)¶ (Un)mark selected edges as a seam
- Parameters
clear (boolean, (optional)) – Clear
-
bpy.ops.mesh.
mark_sharp
(clear=False, use_verts=False)¶ (Un)mark selected edges as sharp
- Parameters
clear (boolean, (optional)) – Clear
use_verts (boolean, (optional)) – Vertices, Consider vertices instead of edges to select which edges to (un)tag as sharp
-
bpy.ops.mesh.
merge
(type='CENTER', uvs=False)¶ Merge selected vertices
- Parameters
type (enum in ['CENTER', 'CURSOR', 'COLLAPSE', 'FIRST', 'LAST'], (optional)) – Type, Merge method to use
uvs (boolean, (optional)) – UVs, Move UVs according to merge
-
bpy.ops.mesh.
merge_normals
()¶ Merge custom normals of selected vertices
-
bpy.ops.mesh.
mod_weighted_strength
(set=False, face_strength='MEDIUM')¶ Set/Get strength of face (used in Weighted Normal modifier)
- Parameters
set (boolean, (optional)) – Set Value, Set value of faces
face_strength (enum in ['WEAK', 'MEDIUM', 'STRONG'], (optional)) – Face Strength, Strength to use for assigning or selecting face influence for weighted normal modifier
-
bpy.ops.mesh.
normals_make_consistent
(inside=False)¶ Make face and vertex normals point either outside or inside the mesh
- Parameters
inside (boolean, (optional)) – Inside
-
bpy.ops.mesh.
normals_tools
(mode='COPY', absolute=False)¶ Custom normals tools using Normal Vector of UI
- Parameters
mode (enum in ['COPY', 'PASTE', 'ADD', 'MULTIPLY', 'RESET'], (optional)) –
Mode, Mode of tools taking input from interface
COPY
Copy Normal – Copy normal to buffer.PASTE
Paste Normal – Paste normal from buffer.ADD
Add Normal – Add normal vector with selection.MULTIPLY
Multiply Normal – Multiply normal vector with selection.RESET
Reset Normal – Reset buffer and/or normal of selected element.
absolute (boolean, (optional)) – Absolute Coordinates, Copy Absolute coordinates or Normal vector
-
bpy.ops.mesh.
offset_edge_loops
(use_cap_endpoint=False)¶ Create offset edge loop from the current selection
- Parameters
use_cap_endpoint (boolean, (optional)) – Cap Endpoint, Extend loop around end-points
-
bpy.ops.mesh.
offset_edge_loops_slide
(MESH_OT_offset_edge_loops=None, TRANSFORM_OT_edge_slide=None)¶ Offset edge loop slide
- Parameters
MESH_OT_offset_edge_loops (
MESH_OT_offset_edge_loops
, (optional)) – Offset Edge Loop, Create offset edge loop from the current selectionTRANSFORM_OT_edge_slide (
TRANSFORM_OT_edge_slide
, (optional)) – Edge Slide, Slide an edge loop along a mesh
-
bpy.ops.mesh.
paint_mask_extract
(mask_threshold=0.5, add_boundary_loop=True, smooth_iterations=4, apply_shrinkwrap=True, add_solidify=True)¶ Create a new mesh object from the current paint mask
- Parameters
mask_threshold (float in [0, 1], (optional)) – Threshold, Minimum mask value to consider the vertex valid to extract a face from the original mesh
add_boundary_loop (boolean, (optional)) – Add Boundary Loop, Add an extra edge loop to better preserve the shape when applying a subdivision surface modifier
smooth_iterations (int in [0, inf], (optional)) – Smooth Iterations, Smooth iterations applied to the extracted mesh
apply_shrinkwrap (boolean, (optional)) – Project to Sculpt, Project the extracted mesh into the original sculpt
add_solidify (boolean, (optional)) – Extract as Solid, Extract the mask as a solid object with a solidify modifier
-
bpy.ops.mesh.
paint_mask_slice
(mask_threshold=0.5, fill_holes=True, new_object=True)¶ Slices the paint mask from the mesh
- Parameters
mask_threshold (float in [0, 1], (optional)) – Threshold, Minimum mask value to consider the vertex valid to extract a face from the original mesh
fill_holes (boolean, (optional)) – Fill Holes, Fill holes after slicing the mask
new_object (boolean, (optional)) – Slice to New Object, Create a new object from the sliced mask
-
bpy.ops.mesh.
point_normals
(mode='COORDINATES', invert=False, align=False, target_location=(0.0, 0.0, 0.0), spherize=False, spherize_strength=0.1)¶ Point selected custom normals to specified Target
- Parameters
mode (enum in ['COORDINATES', 'MOUSE'], (optional)) –
Mode, How to define coordinates to point custom normals to
COORDINATES
Coordinates – Use static coordinates (defined by various means).MOUSE
Mouse – Follow mouse cursor.
invert (boolean, (optional)) – Invert, Invert affected normals
align (boolean, (optional)) – Align, Make all affected normals parallel
target_location (float array of 3 items in [-inf, inf], (optional)) – Target, Target location to which normals will point
spherize (boolean, (optional)) – Spherize, Interpolate between original and new normals
spherize_strength (float in [0, 1], (optional)) – Spherize Strength, Ratio of spherized normal to original normal
-
bpy.ops.mesh.
poke
(offset=0.0, use_relative_offset=False, center_mode='MEDIAN_WEIGHTED')¶ Split a face into a fan
- Parameters
offset (float in [-1000, 1000], (optional)) – Poke Offset, Poke Offset
use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
center_mode (enum in ['MEDIAN_WEIGHTED', 'MEDIAN', 'BOUNDS'], (optional)) –
Poke Center, Poke face center calculation
MEDIAN_WEIGHTED
Weighted Median – Weighted median face center.MEDIAN
Median – Median face center.BOUNDS
Bounds – Face bounds center.
-
bpy.ops.mesh.
polybuild_delete_at_cursor
(mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False)¶ Undocumented, consider contributing.
- Parameters
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth – Smooth falloff.SPHERE
Sphere – Spherical falloff.ROOT
Root – Root falloff.INVERSE_SQUARE
Inverse Square – Inverse Square falloff.SHARP
Sharp – Sharp falloff.LINEAR
Linear – Linear falloff.CONSTANT
Constant – Constant falloff.RANDOM
Random – Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
-
bpy.ops.mesh.
polybuild_dissolve_at_cursor
()¶ Undocumented, consider contributing.
-
bpy.ops.mesh.
polybuild_extrude_at_cursor_move
(MESH_OT_polybuild_transform_at_cursor=None, MESH_OT_extrude_edges_indiv=None, TRANSFORM_OT_translate=None)¶ Undocumented, consider contributing.
- Parameters
MESH_OT_polybuild_transform_at_cursor (
MESH_OT_polybuild_transform_at_cursor
, (optional)) – Poly Build Transform at CursorMESH_OT_extrude_edges_indiv (
MESH_OT_extrude_edges_indiv
, (optional)) – Extrude Only Edges, Extrude individual edges onlyTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
polybuild_face_at_cursor
(create_quads=True, mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False)¶ Undocumented, consider contributing.
- Parameters
create_quads (boolean, (optional)) – Create Quads, Automatically split edges in triangles to maintain quad topology
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth – Smooth falloff.SPHERE
Sphere – Spherical falloff.ROOT
Root – Root falloff.INVERSE_SQUARE
Inverse Square – Inverse Square falloff.SHARP
Sharp – Sharp falloff.LINEAR
Linear – Linear falloff.CONSTANT
Constant – Constant falloff.RANDOM
Random – Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
-
bpy.ops.mesh.
polybuild_face_at_cursor_move
(MESH_OT_polybuild_face_at_cursor=None, TRANSFORM_OT_translate=None)¶ Undocumented, consider contributing.
- Parameters
MESH_OT_polybuild_face_at_cursor (
MESH_OT_polybuild_face_at_cursor
, (optional)) – Poly Build Face at CursorTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
polybuild_split_at_cursor
(mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False)¶ Undocumented, consider contributing.
- Parameters
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth – Smooth falloff.SPHERE
Sphere – Spherical falloff.ROOT
Root – Root falloff.INVERSE_SQUARE
Inverse Square – Inverse Square falloff.SHARP
Sharp – Sharp falloff.LINEAR
Linear – Linear falloff.CONSTANT
Constant – Constant falloff.RANDOM
Random – Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
-
bpy.ops.mesh.
polybuild_split_at_cursor_move
(MESH_OT_polybuild_split_at_cursor=None, TRANSFORM_OT_translate=None)¶ Undocumented, consider contributing.
- Parameters
MESH_OT_polybuild_split_at_cursor (
MESH_OT_polybuild_split_at_cursor
, (optional)) – Poly Build Split at CursorTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
polybuild_transform_at_cursor
(mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False)¶ Undocumented, consider contributing.
- Parameters
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth – Smooth falloff.SPHERE
Sphere – Spherical falloff.ROOT
Root – Root falloff.INVERSE_SQUARE
Inverse Square – Inverse Square falloff.SHARP
Sharp – Sharp falloff.LINEAR
Linear – Linear falloff.CONSTANT
Constant – Constant falloff.RANDOM
Random – Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
-
bpy.ops.mesh.
polybuild_transform_at_cursor_move
(MESH_OT_polybuild_transform_at_cursor=None, TRANSFORM_OT_translate=None)¶ Undocumented, consider contributing.
- Parameters
MESH_OT_polybuild_transform_at_cursor (
MESH_OT_polybuild_transform_at_cursor
, (optional)) – Poly Build Transform at CursorTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
primitive_circle_add
(vertices=32, radius=1.0, fill_type='NOTHING', calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a circle mesh
- Parameters
vertices (int in [3, 10000000], (optional)) – Vertices
radius (float in [0, inf], (optional)) – Radius
fill_type (enum in ['NOTHING', 'NGON', 'TRIFAN'], (optional)) –
Fill Type
NOTHING
Nothing – Don’t fill at all.NGON
N-Gon – Use n-gons.TRIFAN
Triangle Fan – Use triangle fans.
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_cone_add
(vertices=32, radius1=1.0, radius2=0.0, depth=2.0, end_fill_type='NGON', calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a conic mesh
- Parameters
vertices (int in [3, 10000000], (optional)) – Vertices
radius1 (float in [0, inf], (optional)) – Radius 1
radius2 (float in [0, inf], (optional)) – Radius 2
depth (float in [0, inf], (optional)) – Depth
end_fill_type (enum in ['NOTHING', 'NGON', 'TRIFAN'], (optional)) –
Base Fill Type
NOTHING
Nothing – Don’t fill at all.NGON
N-Gon – Use n-gons.TRIFAN
Triangle Fan – Use triangle fans.
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_cube_add
(size=2.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a cube mesh
- Parameters
size (float in [0, inf], (optional)) – Size
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_cube_add_gizmo
(calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0), 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)))¶ Construct a cube mesh
- Parameters
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
matrix (float multi-dimensional array of 4 * 4 items in [-inf, inf], (optional)) – Matrix
-
bpy.ops.mesh.
primitive_cylinder_add
(vertices=32, radius=1.0, depth=2.0, end_fill_type='NGON', calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a cylinder mesh
- Parameters
vertices (int in [3, 10000000], (optional)) – Vertices
radius (float in [0, inf], (optional)) – Radius
depth (float in [0, inf], (optional)) – Depth
end_fill_type (enum in ['NOTHING', 'NGON', 'TRIFAN'], (optional)) –
Cap Fill Type
NOTHING
Nothing – Don’t fill at all.NGON
N-Gon – Use n-gons.TRIFAN
Triangle Fan – Use triangle fans.
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_grid_add
(x_subdivisions=10, y_subdivisions=10, size=2.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a grid mesh
- Parameters
x_subdivisions (int in [1, 10000000], (optional)) – X Subdivisions
y_subdivisions (int in [1, 10000000], (optional)) – Y Subdivisions
size (float in [0, inf], (optional)) – Size
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_ico_sphere_add
(subdivisions=2, radius=1.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct an Icosphere mesh
- Parameters
subdivisions (int in [1, 10], (optional)) – Subdivisions
radius (float in [0, inf], (optional)) – Radius
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_monkey_add
(size=2.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a Suzanne mesh
- Parameters
size (float in [0, inf], (optional)) – Size
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_plane_add
(size=2.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a filled planar mesh with 4 vertices
- Parameters
size (float in [0, inf], (optional)) – Size
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
primitive_torus_add
(align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), major_segments=48, minor_segments=12, mode='MAJOR_MINOR', major_radius=1.0, minor_radius=0.25, abso_major_rad=1.25, abso_minor_rad=0.75, generate_uvs=True)¶ Construct a torus mesh
- Parameters
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align
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
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation
major_segments (int in [3, 256], (optional)) – Major Segments, Number of segments for the main ring of the torus
minor_segments (int in [3, 256], (optional)) – Minor Segments, Number of segments for the minor ring of the torus
mode (enum in ['MAJOR_MINOR', 'EXT_INT'], (optional)) –
Dimensions Mode
MAJOR_MINOR
Major/Minor – Use the major/minor radii for torus dimensions.EXT_INT
Exterior/Interior – Use the exterior/interior radii for torus dimensions.
major_radius (float in [0, 10000], (optional)) – Major Radius, Radius from the origin to the center of the cross sections
minor_radius (float in [0, 10000], (optional)) – Minor Radius, Radius of the torus’ cross section
abso_major_rad (float in [0, 10000], (optional)) – Exterior Radius, Total Exterior Radius of the torus
abso_minor_rad (float in [0, 10000], (optional)) – Interior Radius, Total Interior Radius of the torus
generate_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
- File
-
bpy.ops.mesh.
primitive_uv_sphere_add
(segments=32, ring_count=16, radius=1.0, calc_uvs=True, enter_editmode=False, align='WORLD', location=(0.0, 0.0, 0.0), rotation=(0.0, 0.0, 0.0), scale=(0.0, 0.0, 0.0))¶ Construct a UV sphere mesh
- Parameters
segments (int in [3, 100000], (optional)) – Segments
ring_count (int in [3, 100000], (optional)) – Rings
radius (float in [0, inf], (optional)) – Radius
calc_uvs (boolean, (optional)) – Generate UVs, Generate a default UV map
enter_editmode (boolean, (optional)) – Enter Edit Mode, Enter edit mode when adding this object
align (enum in ['WORLD', 'VIEW', 'CURSOR'], (optional)) –
Align, The alignment of the new object
WORLD
World – Align the new object to the world.VIEW
View – Align the new object to the view.CURSOR
3D Cursor – Use the 3D cursor orientation for the new object.
location (float array of 3 items in [-inf, inf], (optional)) – Location, Location for the newly added object
rotation (float array of 3 items in [-inf, inf], (optional)) – Rotation, Rotation for the newly added object
scale (float array of 3 items in [-inf, inf], (optional)) – Scale, Scale for the newly added object
-
bpy.ops.mesh.
quads_convert_to_tris
(quad_method='BEAUTY', ngon_method='BEAUTY')¶ Triangulate selected faces
- Parameters
quad_method (enum in ['BEAUTY', 'FIXED', 'FIXED_ALTERNATE', 'SHORTEST_DIAGONAL'], (optional)) –
Quad Method, Method for splitting the quads into triangles
BEAUTY
Beauty – Split the quads in nice triangles, slower method.FIXED
Fixed – Split the quads on the first and third vertices.FIXED_ALTERNATE
Fixed Alternate – Split the quads on the 2nd and 4th vertices.SHORTEST_DIAGONAL
Shortest Diagonal – Split the quads based on the distance between the vertices.
ngon_method (enum in ['BEAUTY', 'CLIP'], (optional)) –
N-gon Method, Method for splitting the n-gons into triangles
BEAUTY
Beauty – Arrange the new triangles evenly (slow).CLIP
Clip – Split the polygons with an ear clipping algorithm.
-
bpy.ops.mesh.
region_to_loop
()¶ Select boundary edges around the selected faces
-
bpy.ops.mesh.
remove_doubles
(threshold=0.0001, use_unselected=False, use_sharp_edge_from_normals=False)¶ Merge vertices based on their proximity
- Parameters
threshold (float in [1e-06, 50], (optional)) – Merge Distance, Maximum distance between elements to merge
use_unselected (boolean, (optional)) – Unselected, Merge selected to other unselected vertices
use_sharp_edge_from_normals (boolean, (optional)) – Sharp Edges, Calculate sharp edges using custom normal data (when available)
-
bpy.ops.mesh.
reveal
(select=True)¶ Reveal all hidden vertices, edges and faces
- Parameters
select (boolean, (optional)) – Select
-
bpy.ops.mesh.
rip
(mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False, use_fill=False)¶ Disconnect vertex or edges from connected geometry
- Parameters
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth – Smooth falloff.SPHERE
Sphere – Spherical falloff.ROOT
Root – Root falloff.INVERSE_SQUARE
Inverse Square – Inverse Square falloff.SHARP
Sharp – Sharp falloff.LINEAR
Linear – Linear falloff.CONSTANT
Constant – Constant falloff.RANDOM
Random – Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
use_fill (boolean, (optional)) – Fill, Fill the ripped region
-
bpy.ops.mesh.
rip_edge
(mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1.0, use_proportional_connected=False, use_proportional_projected=False, release_confirm=False, use_accurate=False)¶ Extend vertices along the edge closest to the cursor
- Parameters
mirror (boolean, (optional)) – Mirror Editing
use_proportional_edit (boolean, (optional)) – Proportional Editing
proportional_edit_falloff (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR', 'CONSTANT', 'RANDOM'], (optional)) –
Proportional Falloff, Falloff type for proportional editing mode
SMOOTH
Smooth – Smooth falloff.SPHERE
Sphere – Spherical falloff.ROOT
Root – Root falloff.INVERSE_SQUARE
Inverse Square – Inverse Square falloff.SHARP
Sharp – Sharp falloff.LINEAR
Linear – Linear falloff.CONSTANT
Constant – Constant falloff.RANDOM
Random – Random falloff.
proportional_size (float in [1e-06, inf], (optional)) – Proportional Size
use_proportional_connected (boolean, (optional)) – Connected
use_proportional_projected (boolean, (optional)) – Projected (2D)
release_confirm (boolean, (optional)) – Confirm on Release, Always confirm operation when releasing button
use_accurate (boolean, (optional)) – Accurate, Use accurate transformation
-
bpy.ops.mesh.
rip_edge_move
(MESH_OT_rip_edge=None, TRANSFORM_OT_translate=None)¶ Extend vertices and move the result
- Parameters
MESH_OT_rip_edge (
MESH_OT_rip_edge
, (optional)) – Extend Vertices, Extend vertices along the edge closest to the cursorTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
rip_move
(MESH_OT_rip=None, TRANSFORM_OT_translate=None)¶ Rip polygons and move the result
- Parameters
MESH_OT_rip (
MESH_OT_rip
, (optional)) – Rip, Disconnect vertex or edges from connected geometryTRANSFORM_OT_translate (
TRANSFORM_OT_translate
, (optional)) – Move, Move selected items
-
bpy.ops.mesh.
screw
(steps=9, turns=1, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 0.0))¶ Extrude selected vertices in screw-shaped rotation around the cursor in indicated viewport
- Parameters
steps (int in [1, 100000], (optional)) – Steps, Steps
turns (int in [1, 100000], (optional)) – Turns, Turns
center (float array of 3 items in [-inf, inf], (optional)) – Center, Center in global view space
axis (float array of 3 items in [-1, 1], (optional)) – Axis, Axis in global view space
-
bpy.ops.mesh.
sculpt_vertex_color_add
()¶ Add vertex color layer
-
bpy.ops.mesh.
sculpt_vertex_color_remove
()¶ Remove vertex color layer
-
bpy.ops.mesh.
select_all
(action='TOGGLE')¶ (De)select all vertices, edges or faces
- 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.mesh.
select_axis
(orientation='LOCAL', sign='POS', axis='X', threshold=0.0001)¶ Select all data in the mesh on a single axis
- Parameters
orientation (enum in ['GLOBAL', 'LOCAL', 'NORMAL', 'GIMBAL', 'VIEW', 'CURSOR'], (optional)) –
Axis Mode, Axis orientation
GLOBAL
Global – Align the transformation axes to world space.LOCAL
Local – Align the transformation axes to the selected objects’ local space.NORMAL
Normal – Align the transformation axes to average normal of selected elements (bone Y axis for pose mode).GIMBAL
Gimbal – Align each axis to the Euler rotation axis as used for input.VIEW
View – Align the transformation axes to the window.CURSOR
Cursor – Align the transformation axes to the 3D cursor.
sign (enum in ['POS', 'NEG', 'ALIGN'], (optional)) – Axis Sign, Side to select
axis (enum in ['X', 'Y', 'Z'], (optional)) – Axis, Select the axis to compare each vertex on
threshold (float in [1e-06, 50], (optional)) – Threshold
-
bpy.ops.mesh.
select_face_by_sides
(number=4, type='EQUAL', extend=True)¶ Select vertices or faces by the number of polygon sides
- Parameters
number (int in [3, inf], (optional)) – Number of Vertices
type (enum in ['LESS', 'EQUAL', 'GREATER', 'NOTEQUAL'], (optional)) – Type, Type of comparison to make
extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.mesh.
select_interior_faces
()¶ Select faces where all edges have more than 2 face users
-
bpy.ops.mesh.
select_less
(use_face_step=True)¶ Deselect vertices, edges or faces at the boundary of each selection region
- Parameters
use_face_step (boolean, (optional)) – Face Step, Connected faces (instead of edges)
-
bpy.ops.mesh.
select_linked
(delimit={'SEAM'})¶ Select all vertices connected to the current selection
- Parameters
delimit (enum set in {'NORMAL', 'MATERIAL', 'SEAM', 'SHARP', 'UV'}, (optional)) –
Delimit, Delimit selected region
NORMAL
Normal – Delimit by face directions.MATERIAL
Material – Delimit by face material.SEAM
Seam – Delimit by edge seams.SHARP
Sharp – Delimit by sharp edges.UV
UVs – Delimit by UV coordinates.
-
bpy.ops.mesh.
select_linked_pick
(deselect=False, delimit={'SEAM'}, object_index=- 1, index=- 1)¶ (De)select all vertices linked to the edge under the mouse cursor
- Parameters
deselect (boolean, (optional)) – Deselect
delimit (enum set in {'NORMAL', 'MATERIAL', 'SEAM', 'SHARP', 'UV'}, (optional)) –
Delimit, Delimit selected region
NORMAL
Normal – Delimit by face directions.MATERIAL
Material – Delimit by face material.SEAM
Seam – Delimit by edge seams.SHARP
Sharp – Delimit by sharp edges.UV
UVs – Delimit by UV coordinates.
-
bpy.ops.mesh.
select_loose
(extend=False)¶ Select loose geometry based on the selection mode
- Parameters
extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.mesh.
select_mirror
(axis={'X'}, extend=False)¶ Select mesh items at mirrored locations
- Parameters
axis (enum set in {'X', 'Y', 'Z'}, (optional)) – Axis
extend (boolean, (optional)) – Extend, Extend the existing selection
-
bpy.ops.mesh.
select_mode
(use_extend=False, use_expand=False, type='VERT', action='TOGGLE')¶ Change selection mode
- Parameters
use_extend (boolean, (optional)) – Extend
use_expand (boolean, (optional)) – Expand
type (enum in ['VERT', 'EDGE', 'FACE'], (optional)) –
Type
VERT
Vertex – Vertex selection mode.EDGE
Edge – Edge selection mode.FACE
Face – Face selection mode.
action (enum in ['DISABLE', 'ENABLE', 'TOGGLE'], (optional)) –
Action, Selection action to execute
DISABLE
Disable – Disable selected markers.ENABLE
Enable – Enable selected markers.TOGGLE
Toggle – Toggle disabled flag for selected markers.
-
bpy.ops.mesh.
select_more
(use_face_step=True)¶ Select more vertices, edges or faces connected to initial selection
- Parameters
use_face_step (boolean, (optional)) – Face Step, Connected faces (instead of edges)
-
bpy.ops.mesh.
select_next_item
()¶ Select the next element (using selection order)
-
bpy.ops.mesh.
select_non_manifold
(extend=True, use_wire=True, use_boundary=True, use_multi_face=True, use_non_contiguous=True, use_verts=True)¶ Select all non-manifold vertices or edges
- Parameters
extend (boolean, (optional)) – Extend, Extend the selection
use_wire (boolean, (optional)) – Wire, Wire edges
use_boundary (boolean, (optional)) – Boundaries, Boundary edges
use_multi_face (boolean, (optional)) – Multiple Faces, Edges shared by more than two faces
use_non_contiguous (boolean, (optional)) – Non Contiguous, Edges between faces pointing in alternate directions
use_verts (boolean, (optional)) – Vertices, Vertices connecting multiple face regions
-
bpy.ops.mesh.
select_nth
(skip=1, nth=1, offset=0)¶ Deselect every Nth element starting from the active vertex, edge or face
- Parameters
skip (int in [1, inf], (optional)) – Deselected, Number of deselected elements in the repetitive sequence
nth (int in [1, inf], (optional)) – Selected, Number of selected elements in the repetitive sequence
offset (int in [-inf, inf], (optional)) – Offset, Offset from the starting point
-
bpy.ops.mesh.
select_prev_item
()¶ Select the previous element (using selection order)
-
bpy.ops.mesh.
select_random
(ratio=0.5, seed=0, action='SELECT')¶ Randomly select vertices
- Parameters
ratio (float in [0, 1], (optional)) – Ratio, Portion of items to select randomly
seed (int in [0, inf], (optional)) – Random Seed, Seed for the random number generator
action (enum in ['SELECT', 'DESELECT'], (optional)) –
Action, Selection action to execute
SELECT
Select – Select all elements.DESELECT
Deselect – Deselect all elements.
-
bpy.ops.mesh.
select_similar
(type='NORMAL', compare='EQUAL', threshold=0.0)¶ Select similar vertices, edges or faces by property types
- Parameters
type (enum in ['NORMAL', 'FACE', 'VGROUP', 'EDGE', 'LENGTH', 'DIR', 'FACE', 'FACE_ANGLE', 'CREASE', 'BEVEL', 'SEAM', 'SHARP', 'FREESTYLE_EDGE', 'MATERIAL', 'AREA', 'SIDES', 'PERIMETER', 'NORMAL', 'COPLANAR', 'SMOOTH', 'FACE_MAP', 'FREESTYLE_FACE'], (optional)) – Type
compare (enum in ['EQUAL', 'GREATER', 'LESS'], (optional)) – Compare
threshold (float in [0, 1], (optional)) – Threshold
-
bpy.ops.mesh.
select_similar_region
()¶ Select similar face regions to the current selection
-
bpy.ops.mesh.
select_ungrouped
(extend=False)¶ Select vertices without a group
- Parameters
extend (boolean, (optional)) – Extend, Extend the selection
-
bpy.ops.mesh.
separate
(type='SELECTED')¶ Separate selected geometry into a new mesh
- Parameters
type (enum in ['SELECTED', 'MATERIAL', 'LOOSE'], (optional)) – Type
-
bpy.ops.mesh.
set_normals_from_faces
(keep_sharp=False)¶ Set the custom normals from the selected faces ones
- Parameters
keep_sharp (boolean, (optional)) – Keep Sharp Edges, Do not set sharp edges to face
-
bpy.ops.mesh.
shape_propagate_to_all
()¶ Apply selected vertex locations to all other shape keys
-
bpy.ops.mesh.
shortest_path_pick
(edge_mode='SELECT', use_face_step=False, use_topology_distance=False, use_fill=False, skip=0, nth=1, offset=0, index=- 1)¶ Select shortest path between two selections
- Parameters
edge_mode (enum in ['SELECT', 'SEAM', 'SHARP', 'CREASE', 'BEVEL', 'FREESTYLE'], (optional)) – Edge Tag, The edge flag to tag when selecting the shortest path
use_face_step (boolean, (optional)) – Face Stepping, Traverse connected faces (includes diagonals and edge-rings)
use_topology_distance (boolean, (optional)) – Topology Distance, Find the minimum number of steps, ignoring spatial distance
use_fill (boolean, (optional)) – Fill Region, Select all paths between the source/destination elements
skip (int in [0, inf], (optional)) – Deselected, Number of deselected elements in the repetitive sequence
nth (int in [1, inf], (optional)) – Selected, Number of selected elements in the repetitive sequence
offset (int in [-inf, inf], (optional)) – Offset, Offset from the starting point
-
bpy.ops.mesh.
shortest_path_select
(edge_mode='SELECT', use_face_step=False, use_topology_distance=False, use_fill=False, skip=0, nth=1, offset=0)¶ Selected shortest path between two vertices/edges/faces
- Parameters
edge_mode (enum in ['SELECT', 'SEAM', 'SHARP', 'CREASE', 'BEVEL', 'FREESTYLE'], (optional)) – Edge Tag, The edge flag to tag when selecting the shortest path
use_face_step (boolean, (optional)) – Face Stepping, Traverse connected faces (includes diagonals and edge-rings)
use_topology_distance (boolean, (optional)) – Topology Distance, Find the minimum number of steps, ignoring spatial distance
use_fill (boolean, (optional)) – Fill Region, Select all paths between the source/destination elements
skip (int in [0, inf], (optional)) – Deselected, Number of deselected elements in the repetitive sequence
nth (int in [1, inf], (optional)) – Selected, Number of selected elements in the repetitive sequence
offset (int in [-inf, inf], (optional)) – Offset, Offset from the starting point
-
bpy.ops.mesh.
smooth_normals
(factor=0.5)¶ Smooth custom normals based on adjacent vertex normals
- Parameters
factor (float in [0, 1], (optional)) – Factor, Specifies weight of smooth vs original normal
-
bpy.ops.mesh.
solidify
(thickness=0.01)¶ Create a solid skin by extruding, compensating for sharp angles
- Parameters
thickness (float in [-10000, 10000], (optional)) – Thickness
-
bpy.ops.mesh.
sort_elements
(type='VIEW_ZAXIS', elements={'VERT'}, reverse=False, seed=0)¶ The order of selected vertices/edges/faces is modified, based on a given method
- Parameters
type (enum in ['VIEW_ZAXIS', 'VIEW_XAXIS', 'CURSOR_DISTANCE', 'MATERIAL', 'SELECTED', 'RANDOMIZE', 'REVERSE'], (optional)) –
Type, Type of reordering operation to apply
VIEW_ZAXIS
View Z Axis – Sort selected elements from farthest to nearest one in current view.VIEW_XAXIS
View X Axis – Sort selected elements from left to right one in current view.CURSOR_DISTANCE
Cursor Distance – Sort selected elements from nearest to farthest from 3D cursor.MATERIAL
Material – Sort selected faces from smallest to greatest material index.SELECTED
Selected – Move all selected elements in first places, preserving their relative order. Warning: This will affect unselected elements’ indices as well.RANDOMIZE
Randomize – Randomize order of selected elements.REVERSE
Reverse – Reverse current order of selected elements.
elements (enum set in {'VERT', 'EDGE', 'FACE'}, (optional)) – Elements, Which elements to affect (vertices, edges and/or faces)
reverse (boolean, (optional)) – Reverse, Reverse the sorting effect
seed (int in [0, inf], (optional)) – Seed, Seed for random-based operations
-
bpy.ops.mesh.
spin
(steps=12, dupli=False, angle=1.5708, use_auto_merge=True, use_normal_flip=False, center=(0.0, 0.0, 0.0), axis=(0.0, 0.0, 0.0))¶ Extrude selected vertices in a circle around the cursor in indicated viewport
- Parameters
steps (int in [0, 1000000], (optional)) – Steps, Steps
dupli (boolean, (optional)) – Use Duplicates
angle (float in [-inf, inf], (optional)) – Angle, Rotation for each step
use_auto_merge (boolean, (optional)) – Auto Merge, Merge first/last when the angle is a full revolution
use_normal_flip (boolean, (optional)) – Flip Normals
center (float array of 3 items in [-inf, inf], (optional)) – Center, Center in global view space
axis (float array of 3 items in [-1, 1], (optional)) – Axis, Axis in global view space
-
bpy.ops.mesh.
split
()¶ Split off selected geometry from connected unselected geometry
-
bpy.ops.mesh.
split_normals
()¶ Split custom normals of selected vertices
-
bpy.ops.mesh.
subdivide
(number_cuts=1, smoothness=0.0, ngon=True, quadcorner='STRAIGHT_CUT', fractal=0.0, fractal_along_normal=0.0, seed=0)¶ Subdivide selected edges
- Parameters
number_cuts (int in [1, 100], (optional)) – Number of Cuts
smoothness (float in [0, 1000], (optional)) – Smoothness, Smoothness factor
ngon (boolean, (optional)) – Create N-Gons, When disabled, newly created faces are limited to 3 and 4 sided faces
quadcorner (enum in ['INNERVERT', 'PATH', 'STRAIGHT_CUT', 'FAN'], (optional)) – Quad Corner Type, How to subdivide quad corners (anything other than Straight Cut will prevent n-gons)
fractal (float in [0, 1e+06], (optional)) – Fractal, Fractal randomness factor
fractal_along_normal (float in [0, 1], (optional)) – Along Normal, Apply fractal displacement along normal only
seed (int in [0, inf], (optional)) – Random Seed, Seed for the random number generator
-
bpy.ops.mesh.
subdivide_edgering
(number_cuts=10, interpolation='PATH', smoothness=1.0, profile_shape_factor=0.0, profile_shape='SMOOTH')¶ Subdivide perpendicular edges to the selected edge-ring
- Parameters
number_cuts (int in [0, 1000], (optional)) – Number of Cuts
interpolation (enum in ['LINEAR', 'PATH', 'SURFACE'], (optional)) – Interpolation, Interpolation method
smoothness (float in [0, 1000], (optional)) – Smoothness, Smoothness factor
profile_shape_factor (float in [-1000, 1000], (optional)) – Profile Factor, How much intermediary new edges are shrunk/expanded
profile_shape (enum in ['SMOOTH', 'SPHERE', 'ROOT', 'INVERSE_SQUARE', 'SHARP', 'LINEAR'], (optional)) –
Profile Shape, Shape of the profile
SMOOTH
Smooth – Smooth falloff.SPHERE
Sphere – Spherical falloff.ROOT
Root – Root falloff.INVERSE_SQUARE
Inverse Square – Inverse Square falloff.SHARP
Sharp – Sharp falloff.LINEAR
Linear – Linear falloff.
-
bpy.ops.mesh.
symmetrize
(direction='NEGATIVE_X', threshold=0.0001)¶ Enforce symmetry (both form and topological) across an axis
- Parameters
direction (enum in ['NEGATIVE_X', 'POSITIVE_X', 'NEGATIVE_Y', 'POSITIVE_Y', 'NEGATIVE_Z', 'POSITIVE_Z'], (optional)) – Direction, Which sides to copy from and to
threshold (float in [0, 10], (optional)) – Threshold, Limit for snap middle vertices to the axis center
-
bpy.ops.mesh.
symmetry_snap
(direction='NEGATIVE_X', threshold=0.05, factor=0.5, use_center=True)¶ Snap vertex pairs to their mirrored locations
- Parameters
direction (enum in ['NEGATIVE_X', 'POSITIVE_X', 'NEGATIVE_Y', 'POSITIVE_Y', 'NEGATIVE_Z', 'POSITIVE_Z'], (optional)) – Direction, Which sides to copy from and to
threshold (float in [0, 10], (optional)) – Threshold, Distance within which matching vertices are searched
factor (float in [0, 1], (optional)) – Factor, Mix factor of the locations of the vertices
use_center (boolean, (optional)) – Center, Snap middle vertices to the axis center
-
bpy.ops.mesh.
tris_convert_to_quads
(face_threshold=0.698132, shape_threshold=0.698132, uvs=False, vcols=False, seam=False, sharp=False, materials=False)¶ Join triangles into quads
- Parameters
face_threshold (float in [0, 3.14159], (optional)) – Max Face Angle, Face angle limit
shape_threshold (float in [0, 3.14159], (optional)) – Max Shape Angle, Shape angle limit
uvs (boolean, (optional)) – Compare UVs
vcols (boolean, (optional)) – Compare VCols
seam (boolean, (optional)) – Compare Seam
sharp (boolean, (optional)) – Compare Sharp
materials (boolean, (optional)) – Compare Materials
-
bpy.ops.mesh.
unsubdivide
(iterations=2)¶ Un-subdivide selected edges and faces
- Parameters
iterations (int in [1, 1000], (optional)) – Iterations, Number of times to un-subdivide
-
bpy.ops.mesh.
uv_texture_add
()¶ Add UV map
-
bpy.ops.mesh.
uv_texture_remove
()¶ Remove UV map
-
bpy.ops.mesh.
uvs_reverse
()¶ Flip direction of UV coordinates inside faces
-
bpy.ops.mesh.
uvs_rotate
(use_ccw=False)¶ Rotate UV coordinates inside faces
- Parameters
use_ccw (boolean, (optional)) – Counter Clockwise
-
bpy.ops.mesh.
vert_connect
()¶ Connect selected vertices of faces, splitting the face
-
bpy.ops.mesh.
vert_connect_concave
()¶ Make all faces convex
-
bpy.ops.mesh.
vert_connect_nonplanar
(angle_limit=0.0872665)¶ Split non-planar faces that exceed the angle threshold
- Parameters
angle_limit (float in [0, 3.14159], (optional)) – Max Angle, Angle limit
-
bpy.ops.mesh.
vert_connect_path
()¶ Connect vertices by their selection order, creating edges, splitting faces
-
bpy.ops.mesh.
vertex_color_add
()¶ Add vertex color layer
-
bpy.ops.mesh.
vertex_color_remove
()¶ Remove vertex color layer
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bpy.ops.mesh.
vertices_smooth
(factor=0.0, repeat=1, xaxis=True, yaxis=True, zaxis=True, wait_for_input=True)¶ Flatten angles of selected vertices
- Parameters
factor (float in [-10, 10], (optional)) – Smoothing, Smoothing factor
repeat (int in [1, 1000], (optional)) – Repeat, Number of times to smooth the mesh
xaxis (boolean, (optional)) – X-Axis, Smooth along the X axis
yaxis (boolean, (optional)) – Y-Axis, Smooth along the Y axis
zaxis (boolean, (optional)) – Z-Axis, Smooth along the Z axis
wait_for_input (boolean, (optional)) – Wait for Input
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bpy.ops.mesh.
vertices_smooth_laplacian
(repeat=1, lambda_factor=1.0, lambda_border=5e-05, use_x=True, use_y=True, use_z=True, preserve_volume=True)¶ Laplacian smooth of selected vertices
- Parameters
repeat (int in [1, 1000], (optional)) – Number of iterations to smooth the mesh
lambda_factor (float in [1e-07, 1000], (optional)) – Lambda factor
lambda_border (float in [1e-07, 1000], (optional)) – Lambda factor in border
use_x (boolean, (optional)) – Smooth X Axis, Smooth object along X axis
use_y (boolean, (optional)) – Smooth Y Axis, Smooth object along Y axis
use_z (boolean, (optional)) – Smooth Z Axis, Smooth object along Z axis
preserve_volume (boolean, (optional)) – Preserve Volume, Apply volume preservation after smooth
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bpy.ops.mesh.
wireframe
(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_replace=True, thickness=0.01, offset=0.01, use_crease=False, crease_weight=0.01)¶ Create a solid wireframe from faces
- Parameters
use_boundary (boolean, (optional)) – Boundary, Inset face boundaries
use_even_offset (boolean, (optional)) – Offset Even, Scale the offset to give more even thickness
use_relative_offset (boolean, (optional)) – Offset Relative, Scale the offset by surrounding geometry
use_replace (boolean, (optional)) – Replace, Remove original faces
thickness (float in [0, 10000], (optional)) – Thickness
offset (float in [0, 10000], (optional)) – Offset
use_crease (boolean, (optional)) – Crease, Crease hub edges for an improved subdivision surface
crease_weight (float in [0, 1000], (optional)) – Crease Weight