====== Python Operators from Blender ====== # 1673 Operators # Simplify F-Curves by removing closely spaced keyframes bpy.ops.action.clean(threshold=0.001, channels=False) # Select keyframes by clicking on them bpy.ops.action.clickselect(extend=False, column=False, channel=False) # Copy selected keyframes to the copy/paste buffer bpy.ops.action.copy() # Remove all selected keyframes bpy.ops.action.delete() # Make a copy of all selected keyframes bpy.ops.action.duplicate() # Make a copy of all selected keyframes and move them bpy.ops.action.duplicate_move(ACTION_OT_duplicate={}, TRANSFORM_OT_transform={"mode":'TRANSLATION', "value":(0, 0, 0, 0), "axis":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "release_confirm":False}) # Set extrapolation mode for selected F-Curves bpy.ops.action.extrapolation_type(type='CONSTANT') # Set the current frame to the average frame value of selected keyframes bpy.ops.action.frame_jump() # Set type of handle for selected keyframes bpy.ops.action.handle_type(type='FREE') # Set interpolation mode for the F-Curve segments starting from the selected keyframes bpy.ops.action.interpolation_type(type='CONSTANT') # Insert keyframes for the specified channels bpy.ops.action.keyframe_insert(type='ALL') # Set type of keyframe for the selected keyframes bpy.ops.action.keyframe_type(type='KEYFRAME') # Switch to editing action in animation layer above the current action in the NLA Stack bpy.ops.action.layer_next() # Switch to editing action in animation layer below the current action in the NLA Stack bpy.ops.action.layer_prev() # Move selected scene markers to the active Action as local 'pose' markers bpy.ops.action.markers_make_local() # Flip selected keyframes over the selected mirror line bpy.ops.action.mirror(type='CFRA') # Create new action bpy.ops.action.new() # Paste keyframes from copy/paste buffer for the selected channels, starting on the current frame bpy.ops.action.paste(offset='START', merge='MIX', flipped=False) # Set Preview Range based on extents of selected Keyframes bpy.ops.action.previewrange_set() # Push action down on to the NLA stack as a new strip bpy.ops.action.push_down() # Add keyframes on every frame between the selected keyframes bpy.ops.action.sample() # Toggle selection of all keyframes bpy.ops.action.select_all_toggle(invert=False) # Select all keyframes within the specified region bpy.ops.action.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True, axis_range=False) # Select all keyframes on the specified frame(s) bpy.ops.action.select_column(mode='KEYS') # Select keyframes to the left or the right of the current frame bpy.ops.action.select_leftright(mode='CHECK', extend=False) # Deselect keyframes on ends of selection islands bpy.ops.action.select_less() # Select keyframes occurring in the same F-Curves as selected ones bpy.ops.action.select_linked() # Select keyframes beside already selected ones bpy.ops.action.select_more() # Snap selected keyframes to the times specified bpy.ops.action.snap(type='CFRA') # Store this action in the NLA stack as a non-contributing strip for later use bpy.ops.action.stash(create_new=True) # Store this action in the NLA stack as a non-contributing strip for later use, and create a new action bpy.ops.action.stash_and_create() # Unlink this action from the active action slot (and/or exit Tweak Mode) bpy.ops.action.unlink(force_delete=False) # Reset viewable area to show full keyframe range bpy.ops.action.view_all() # Reset viewable area to show range around current frame bpy.ops.action.view_frame() # Reset viewable area to show selected keyframes range bpy.ops.action.view_selected() # Interactively change the current frame number bpy.ops.anim.change_frame(frame=0, snap=False) # Select all keyframes of channel under mouse bpy.ops.anim.channel_select_keys(extend=False) # Delete all empty animation data containers from visible datablocks bpy.ops.anim.channels_clean_empty() # Handle mouse-clicks over animation channels bpy.ops.anim.channels_click(extend=False, children_only=False) # Collapse (i.e. close) all selected expandable animation channels bpy.ops.anim.channels_collapse(all=True) # Delete all selected animation channels bpy.ops.anim.channels_delete() # Toggle editability of selected channels bpy.ops.anim.channels_editable_toggle(mode='TOGGLE', type='PROTECT') # Expand (i.e. open) all selected expandable animation channels bpy.ops.anim.channels_expand(all=True) # Clears 'disabled' tag from all F-Curves to get broken F-Curves working again bpy.ops.anim.channels_fcurves_enable() # Filter the set of channels shown to only include those with matching names bpy.ops.anim.channels_find(query="Query") # Add selected F-Curves to a new group bpy.ops.anim.channels_group(name="New Group") # Rearrange selected animation channels bpy.ops.anim.channels_move(direction='DOWN') # Rename animation channel under mouse bpy.ops.anim.channels_rename() # Toggle selection of all animation channels bpy.ops.anim.channels_select_all_toggle(invert=False) # Select all animation channels within the specified region bpy.ops.anim.channels_select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Disable specified setting on all selected animation channels bpy.ops.anim.channels_setting_disable(mode='DISABLE', type='PROTECT') # Enable specified setting on all selected animation channels bpy.ops.anim.channels_setting_enable(mode='ENABLE', type='PROTECT') # Toggle specified setting on all selected animation channels bpy.ops.anim.channels_setting_toggle(mode='TOGGLE', type='PROTECT') # Remove selected F-Curves from their current groups bpy.ops.anim.channels_ungroup() # Mark actions with no F-Curves for deletion after save & reload of file preserving "action libraries" bpy.ops.anim.clear_useless_actions(only_unused=True) # Copy the driver for the highlighted button bpy.ops.anim.copy_driver_button() # Add driver(s) for the property(s) connected represented by the highlighted button bpy.ops.anim.driver_button_add(all=True) # Remove the driver(s) for the property(s) connected represented by the highlighted button bpy.ops.anim.driver_button_remove(all=True) # Clear all keyframes on the currently active property bpy.ops.anim.keyframe_clear_button(all=True) # Remove all keyframe animation for selected objects bpy.ops.anim.keyframe_clear_v3d() # Delete keyframes on the current frame for all properties in the specified Keying Set bpy.ops.anim.keyframe_delete(type='DEFAULT', confirm_success=True) # Delete current keyframe of current UI-active property bpy.ops.anim.keyframe_delete_button(all=True) # Remove keyframes on current frame for selected objects and bones bpy.ops.anim.keyframe_delete_v3d() # Insert keyframes on the current frame for all properties in the specified Keying Set bpy.ops.anim.keyframe_insert(type='DEFAULT', confirm_success=True) # Insert a keyframe for current UI-active property bpy.ops.anim.keyframe_insert_button(all=True) # Insert Keyframes for specified Keying Set, with menu of available Keying Sets if undefined bpy.ops.anim.keyframe_insert_menu(type='DEFAULT', confirm_success=False, always_prompt=False) # Select a new keying set as the active one bpy.ops.anim.keying_set_active_set(type='DEFAULT') # Add a new (empty) Keying Set to the active Scene bpy.ops.anim.keying_set_add() # Export Keying Set to a python script bpy.ops.anim.keying_set_export(filepath="", filter_folder=True, filter_text=True, filter_python=True) # Add empty path to active Keying Set bpy.ops.anim.keying_set_path_add() # Remove active Path from active Keying Set bpy.ops.anim.keying_set_path_remove() # Remove the active Keying Set bpy.ops.anim.keying_set_remove() # Add current UI-active property to current keying set bpy.ops.anim.keyingset_button_add(all=True) # Remove current UI-active property from current keying set bpy.ops.anim.keyingset_button_remove() # Paste the driver in the copy/paste buffer for the highlighted button bpy.ops.anim.paste_driver_button() # Clear Preview Range bpy.ops.anim.previewrange_clear() # Interactively define frame range used for playback bpy.ops.anim.previewrange_set(xmin=0, xmax=0, ymin=0, ymax=0) # Update fcurves/drivers affecting Transform constraints (use it with files from 2.70 and earlier) bpy.ops.anim.update_animated_transform_constraints(use_convert_to_radians=True) # Align selected bones to the active bone (or to their parent) bpy.ops.armature.align() # Change the visible armature layers bpy.ops.armature.armature_layers(layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Automatically renames the selected bones according to which side of the target axis they fall on bpy.ops.armature.autoside_names(type='XAXIS') # Change the layers that the selected bones belong to bpy.ops.armature.bone_layers(layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Add a new bone located at the 3D-Cursor bpy.ops.armature.bone_primitive_add(name="Bone") # Automatically fix alignment of select bones' axes bpy.ops.armature.calculate_roll(type='POS_X', axis_flip=False, axis_only=False) # Create a new bone going from the last selected joint to the mouse position bpy.ops.armature.click_extrude() # Remove selected bones from the armature bpy.ops.armature.delete() # Dissolve selected bones from the armature bpy.ops.armature.dissolve() # Make copies of the selected bones within the same armature bpy.ops.armature.duplicate() # Make copies of the selected bones within the same armature and move them bpy.ops.armature.duplicate_move(ARMATURE_OT_duplicate={}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Create new bones from the selected joints bpy.ops.armature.extrude(forked=False) # Create new bones from the selected joints and move them bpy.ops.armature.extrude_forked(ARMATURE_OT_extrude={"forked":False}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Create new bones from the selected joints and move them bpy.ops.armature.extrude_move(ARMATURE_OT_extrude={"forked":False}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Add bone between selected joint(s) and/or 3D-Cursor bpy.ops.armature.fill() # Flips (and corrects) the axis suffixes of the names of selected bones bpy.ops.armature.flip_names() # Tag selected bones to not be visible in Edit Mode bpy.ops.armature.hide(unselected=False) # Make all armature layers visible bpy.ops.armature.layers_show_all(all=True) # Merge continuous chains of selected bones bpy.ops.armature.merge(type='WITHIN_CHAIN') # Remove the parent-child relationship between selected bones and their parents bpy.ops.armature.parent_clear(type='CLEAR') # Set the active bone as the parent of the selected bones bpy.ops.armature.parent_set(type='CONNECTED') # Unhide all bones that have been tagged to be hidden in Edit Mode bpy.ops.armature.reveal() # Toggle selection status of all bones bpy.ops.armature.select_all(action='TOGGLE') # Select immediate parent/children of selected bones bpy.ops.armature.select_hierarchy(direction='PARENT', extend=False) # Deselect those bones at the boundary of each selection region bpy.ops.armature.select_less() # Select bones related to selected ones by parent/child relationships bpy.ops.armature.select_linked(extend=False) # Mirror the bone selection bpy.ops.armature.select_mirror(only_active=False, extend=False) # Select those bones connected to the initial selection bpy.ops.armature.select_more() # Select similar bones by property types bpy.ops.armature.select_similar(type='LENGTH', threshold=0.1) # Isolate selected bones into a separate armature bpy.ops.armature.separate() # Select shortest path between two bones bpy.ops.armature.shortest_path_pick() # Split off selected bones from connected unselected bones bpy.ops.armature.split() # Break selected bones into chains of smaller bones bpy.ops.armature.subdivide(number_cuts=1) # Change the direction that a chain of bones points in (head <-> tail swap) bpy.ops.armature.switch_direction() # Enforce symmetry, make copies of the selection or use existing bpy.ops.armature.symmetrize(direction='NEGATIVE_X') # Add a boid rule to the current boid state bpy.ops.boid.rule_add(type='GOAL') # Delete current boid rule bpy.ops.boid.rule_del() # Move boid rule down in the list bpy.ops.boid.rule_move_down() # Move boid rule up in the list bpy.ops.boid.rule_move_up() # Add a boid state to the particle system bpy.ops.boid.state_add() # Delete current boid state bpy.ops.boid.state_del() # Move boid state down in the list bpy.ops.boid.state_move_down() # Move boid state up in the list bpy.ops.boid.state_move_up() # Set active sculpt/paint brush from it's number bpy.ops.brush.active_index_set(mode="", index=0) # Add brush by mode type bpy.ops.brush.add() # Set brush shape bpy.ops.brush.curve_preset(shape='SMOOTH') # Return brush to defaults based on current tool bpy.ops.brush.reset() # Change brush size by a scalar bpy.ops.brush.scale_size(scalar=1) # Control the stencil brush bpy.ops.brush.stencil_control(mode='TRANSLATION', texmode='PRIMARY') # When using an image texture, adjust the stencil size to fit the image aspect ratio bpy.ops.brush.stencil_fit_image_aspect(use_repeat=True, use_scale=True, mask=False) # Reset the stencil transformation to the default bpy.ops.brush.stencil_reset_transform(mask=False) # Set the UV sculpt tool bpy.ops.brush.uv_sculpt_tool_set(tool='PINCH') # Open a directory browser, Hold Shift to open the file, Alt to browse containing directory bpy.ops.buttons.directory_browse(directory="", 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_btx=False, filter_collada=False, filter_folder=False, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Open a file browser, Hold Shift to open the file, Alt to browse containing directory bpy.ops.buttons.file_browse(filepath="", 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_btx=False, filter_collada=False, filter_folder=False, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Display button panel toolbox bpy.ops.buttons.toolbox() # Add or remove a Camera Preset bpy.ops.camera.preset_add(name="", remove_active=False, use_focal_length=False) # Place new marker at specified location bpy.ops.clip.add_marker(location=(0, 0)) # Place new marker at the desired (clicked) position bpy.ops.clip.add_marker_at_click() # Add new marker and move it on movie bpy.ops.clip.add_marker_move(CLIP_OT_add_marker={"location":(0, 0)}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Add new marker and slide it with mouse until mouse button release bpy.ops.clip.add_marker_slide(CLIP_OT_add_marker={"location":(0, 0)}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Apply scale on solution itself to make distance between selected tracks equals to desired bpy.ops.clip.apply_solution_scale(distance=0) # Create vertex cloud using coordinates of reconstructed tracks bpy.ops.clip.bundles_to_mesh() # Add or remove a Tracking Camera Intrinsics Preset bpy.ops.clip.camera_preset_add(name="", remove_active=False, use_focal_length=True) # Interactively change the current frame number bpy.ops.clip.change_frame(frame=0) # Clean tracks with high error values or few frames bpy.ops.clip.clean_tracks(frames=0, error=0, action='SELECT') # Clear all calculated data bpy.ops.clip.clear_solution() # Clear tracks after/before current position or clear the whole track bpy.ops.clip.clear_track_path(action='REMAINED', clear_active=False) # Create F-Curves for object which will copy object's movement caused by this constraint bpy.ops.clip.constraint_to_fcurve() # Copy selected tracks to clipboard bpy.ops.clip.copy_tracks() # Create new plane track out of selected point tracks bpy.ops.clip.create_plane_track() # Set 2D cursor location bpy.ops.clip.cursor_set(location=(0, 0)) # Delete marker for current frame from selected tracks bpy.ops.clip.delete_marker() # Delete movie clip proxy files from the hard drive bpy.ops.clip.delete_proxy() # Delete selected tracks bpy.ops.clip.delete_track() # Automatically detect features and place markers to track bpy.ops.clip.detect_features(placement='FRAME', margin=16, threshold=0.5, min_distance=120) # Disable/enable selected markers bpy.ops.clip.disable_markers(action='DISABLE') # Select movie tracking channel bpy.ops.clip.dopesheet_select_channel(location=(0, 0), extend=False) # Reset viewable area to show full keyframe range bpy.ops.clip.dopesheet_view_all() # Filter tracks which has weirdly looking spikes in motion curves bpy.ops.clip.filter_tracks(track_threshold=5) # Jump to special frame bpy.ops.clip.frame_jump(position='PATHSTART') # Scroll view so current frame would be centered bpy.ops.clip.graph_center_current_frame() # Delete track corresponding to the selected curve bpy.ops.clip.graph_delete_curve() # Delete curve knots bpy.ops.clip.graph_delete_knot() # Disable/enable selected markers bpy.ops.clip.graph_disable_markers(action='DISABLE') # Select graph curves bpy.ops.clip.graph_select(location=(0, 0), extend=False) # Change selection of all markers of active track bpy.ops.clip.graph_select_all_markers(action='TOGGLE') # Select curve points using border selection bpy.ops.clip.graph_select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # View all curves in editor bpy.ops.clip.graph_view_all() # Hide selected tracks bpy.ops.clip.hide_tracks(unselected=False) # Clear hide selected tracks bpy.ops.clip.hide_tracks_clear() # Join selected tracks bpy.ops.clip.join_tracks() # Delete a keyframe from selected tracks at current frame bpy.ops.clip.keyframe_delete() # Insert a keyframe to selected tracks at current frame bpy.ops.clip.keyframe_insert() # Lock/unlock selected tracks bpy.ops.clip.lock_tracks(action='LOCK') # Set the clip interaction mode bpy.ops.clip.mode_set(mode='TRACKING') # Load a sequence of frames or a movie file bpy.ops.clip.open(directory="", files=[], filter_blender=False, filter_backup=False, filter_image=True, filter_movie=True, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Paste tracks from clipboard bpy.ops.clip.paste_tracks() # Prefetch frames from disk for faster playback/tracking bpy.ops.clip.prefetch() # Toggle clip properties panel bpy.ops.clip.properties() # Rebuild all selected proxies and timecode indices in the background bpy.ops.clip.rebuild_proxy() # Refine selected markers positions by running the tracker from track's reference to current frame bpy.ops.clip.refine_markers(backwards=False) # Reload clip bpy.ops.clip.reload() # Select tracking markers bpy.ops.clip.select(extend=False, location=(0, 0)) # Change selection of all tracking markers bpy.ops.clip.select_all(action='TOGGLE') # Select markers using border selection bpy.ops.clip.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Select markers using circle selection bpy.ops.clip.select_circle(x=0, y=0, radius=1, gesture_mode=0) # Select all tracks from specified group bpy.ops.clip.select_grouped(group='ESTIMATED') # Select markers using lasso selection bpy.ops.clip.select_lasso(path=[], deselect=False, extend=True) # bpy.ops.clip.set_active_clip() # Set direction of scene axis rotating camera (or its parent if present) and assume selected track lies on real axis, joining it with the origin bpy.ops.clip.set_axis(axis='X') # Set optical center to center of footage bpy.ops.clip.set_center_principal() # Set active marker as origin by moving camera (or its parent if present) in 3D space bpy.ops.clip.set_origin(use_median=False) # Set plane based on 3 selected bundles by moving camera (or its parent if present) in 3D space bpy.ops.clip.set_plane(plane='FLOOR') # Set scale of scene by scaling camera (or its parent if present) bpy.ops.clip.set_scale(distance=0) # Set scene's start and end frame to match clip's start frame and length bpy.ops.clip.set_scene_frames() # Set object solution scale using distance between two selected tracks bpy.ops.clip.set_solution_scale(distance=0) # Set keyframe used by solver bpy.ops.clip.set_solver_keyframe(keyframe='KEYFRAME_A') # Set current movie clip as a camera background in 3D view-port (works only when a 3D view-port is visible) bpy.ops.clip.set_viewport_background() # Prepare scene for compositing 3D objects into this footage bpy.ops.clip.setup_tracking_scene() # Slide marker areas bpy.ops.clip.slide_marker(offset=(0, 0)) # Slide plane marker areas bpy.ops.clip.slide_plane_marker() # Solve camera motion from tracks bpy.ops.clip.solve_camera() # Add selected tracks to 2D stabilization tool bpy.ops.clip.stabilize_2d_add() # Remove selected track from stabilization bpy.ops.clip.stabilize_2d_remove() # Select tracks which are used for stabilization bpy.ops.clip.stabilize_2d_select() # Use active track to compensate rotation when doing 2D stabilization bpy.ops.clip.stabilize_2d_set_rotation() # Toggle clip tools panel bpy.ops.clip.tools() # Add or remove a Clip Track Color Preset bpy.ops.clip.track_color_preset_add(name="", remove_active=False) # Copy color to all selected tracks bpy.ops.clip.track_copy_color() # Track selected markers bpy.ops.clip.track_markers(backwards=False, sequence=False) # Copy tracking settings from active track to default settings bpy.ops.clip.track_settings_as_default() # Copy tracking settings from active track to selected tracks bpy.ops.clip.track_settings_to_track() # Create an Empty object which will be copying movement of active track bpy.ops.clip.track_to_empty() # Add new object for tracking bpy.ops.clip.tracking_object_new() # Remove object for tracking bpy.ops.clip.tracking_object_remove() # Add or remove a motion tracking settings preset bpy.ops.clip.tracking_settings_preset_add(name="", remove_active=False) # View whole image with markers bpy.ops.clip.view_all(fit_view=False) # Use a 3D mouse device to pan/zoom the view bpy.ops.clip.view_ndof() # Pan the view bpy.ops.clip.view_pan(offset=(0, 0)) # View all selected elements bpy.ops.clip.view_selected() # Zoom in/out the view bpy.ops.clip.view_zoom(factor=0) # Zoom in the view bpy.ops.clip.view_zoom_in(location=(0, 0)) # Zoom out the view bpy.ops.clip.view_zoom_out(location=(0, 0)) # Set the zoom ratio (based on clip size) bpy.ops.clip.view_zoom_ratio(ratio=0) # Add or remove a Cloth Preset bpy.ops.cloth.preset_add(name="", remove_active=False) # Evaluate the namespace up until the cursor and give a list of options or complete the name if there is only one bpy.ops.console.autocomplete() # Print a message when the terminal initializes bpy.ops.console.banner() # Clear text by type bpy.ops.console.clear(scrollback=True, history=False) # Clear the line and store in history bpy.ops.console.clear_line() # Copy selected text to clipboard bpy.ops.console.copy() # Copy the console contents for use in a script bpy.ops.console.copy_as_script() # Delete text by cursor position bpy.ops.console.delete(type='NEXT_CHARACTER') # Execute the current console line as a python expression bpy.ops.console.execute(interactive=False) # Append history at cursor position bpy.ops.console.history_append(text="", current_character=0, remove_duplicates=False) # Cycle through history bpy.ops.console.history_cycle(reverse=False) # Add 4 spaces at line beginning bpy.ops.console.indent() # Insert text at cursor position bpy.ops.console.insert(text="") # Set the current language for this console bpy.ops.console.language(language="") # Move cursor position bpy.ops.console.move(type='LINE_BEGIN') # Paste text from clipboard bpy.ops.console.paste() # Append scrollback text by type bpy.ops.console.scrollback_append(text="", type='OUTPUT') # Set the console selection bpy.ops.console.select_set() # Select word at cursor position bpy.ops.console.select_word() # Delete 4 spaces from line beginning bpy.ops.console.unindent() # Clear inverse correction for ChildOf constraint bpy.ops.constraint.childof_clear_inverse(constraint="", owner='OBJECT') # Set inverse correction for ChildOf constraint bpy.ops.constraint.childof_set_inverse(constraint="", owner='OBJECT') # Remove constraint from constraint stack bpy.ops.constraint.delete() # Add default animation for path used by constraint if it isn't animated already bpy.ops.constraint.followpath_path_animate(constraint="", owner='OBJECT', frame_start=1, length=100) # Reset limiting distance for Limit Distance Constraint bpy.ops.constraint.limitdistance_reset(constraint="", owner='OBJECT') # Move constraint down in constraint stack bpy.ops.constraint.move_down(constraint="", owner='OBJECT') # Move constraint up in constraint stack bpy.ops.constraint.move_up(constraint="", owner='OBJECT') # Clear inverse correction for ObjectSolver constraint bpy.ops.constraint.objectsolver_clear_inverse(constraint="", owner='OBJECT') # Set inverse correction for ObjectSolver constraint bpy.ops.constraint.objectsolver_set_inverse(constraint="", owner='OBJECT') # Reset original length of bone for Stretch To Constraint bpy.ops.constraint.stretchto_reset(constraint="", owner='OBJECT') # Make active spline closed/opened loop bpy.ops.curve.cyclic_toggle(direction='CYCLIC_U') # (De)select first of visible part of each NURBS bpy.ops.curve.de_select_first() # (De)select last of visible part of each NURBS bpy.ops.curve.de_select_last() # Delete selected control points or segments bpy.ops.curve.delete(type='VERT') # Duplicate selected control points bpy.ops.curve.duplicate() # Duplicate curve and move bpy.ops.curve.duplicate_move(CURVE_OT_duplicate={}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Extrude selected control point(s) bpy.ops.curve.extrude(mode='TRANSLATION') # Extrude curve and move result bpy.ops.curve.extrude_move(CURVE_OT_extrude={"mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Set type of handles for selected control points bpy.ops.curve.handle_type_set(type='AUTOMATIC') # Hide (un)selected control points bpy.ops.curve.hide(unselected=False) # Join two curves by their selected ends bpy.ops.curve.make_segment() # Match texture space to object's bounding box bpy.ops.curve.match_texture_space() # Recalculate the direction of selected handles bpy.ops.curve.normals_make_consistent(calc_length=False) # Construct a Bezier Circle bpy.ops.curve.primitive_bezier_circle_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a Bezier Curve bpy.ops.curve.primitive_bezier_curve_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a Nurbs Circle bpy.ops.curve.primitive_nurbs_circle_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a Nurbs Curve bpy.ops.curve.primitive_nurbs_curve_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a Path bpy.ops.curve.primitive_nurbs_path_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Set per-point radius which is used for bevel tapering bpy.ops.curve.radius_set(radius=1) # Show again hidden control points bpy.ops.curve.reveal() # (De)select all control points bpy.ops.curve.select_all(action='TOGGLE') # Reduce current selection by deselecting boundary elements bpy.ops.curve.select_less() # Select all control points linked to active one bpy.ops.curve.select_linked() # Select all control points linked to already selected ones bpy.ops.curve.select_linked_pick(deselect=False) # Select control points directly linked to already selected ones bpy.ops.curve.select_more() # Select control points following already selected ones along the curves bpy.ops.curve.select_next() # Deselect every other vertex bpy.ops.curve.select_nth(nth=2, skip=1, offset=0) # Select control points preceding already selected ones along the curves bpy.ops.curve.select_previous() # Randomly select some control points bpy.ops.curve.select_random(percent=50, seed=0, action='SELECT') # Select a row of control points including active one bpy.ops.curve.select_row() # Select similar curve points by property type bpy.ops.curve.select_similar(type='WEIGHT', compare='EQUAL', threshold=0.1) # Separate selected points from connected unselected points into a new object bpy.ops.curve.separate() # Set shading to flat bpy.ops.curve.shade_flat() # Set shading to smooth bpy.ops.curve.shade_smooth() # Select shortest path between two selections bpy.ops.curve.shortest_path_pick() # Flatten angles of selected points bpy.ops.curve.smooth() # Interpolate radii of selected points bpy.ops.curve.smooth_radius() # Interpolate tilt of selected points bpy.ops.curve.smooth_tilt() # Interpolate weight of selected points bpy.ops.curve.smooth_weight() # Extrude selected boundary row around pivot point and current view axis bpy.ops.curve.spin(center=(0, 0, 0), axis=(0, 0, 0)) # Set type of active spline bpy.ops.curve.spline_type_set(type='POLY', use_handles=False) # Set softbody goal weight for selected points bpy.ops.curve.spline_weight_set(weight=1) # Split off selected points from connected unselected points bpy.ops.curve.split() # Subdivide selected segments bpy.ops.curve.subdivide(number_cuts=1) # Switch direction of selected splines bpy.ops.curve.switch_direction() # Clear the tilt of selected control points bpy.ops.curve.tilt_clear() # Add a new control point (linked to only selected end-curve one, if any) bpy.ops.curve.vertex_add(location=(0, 0, 0)) # Enable nodes on a material, world or lamp bpy.ops.cycles.use_shading_nodes() # Bake dynamic paint image sequence surface bpy.ops.dpaint.bake() # Add or remove Dynamic Paint output data layer bpy.ops.dpaint.output_toggle(output='A') # Add a new Dynamic Paint surface slot bpy.ops.dpaint.surface_slot_add() # Remove the selected surface slot bpy.ops.dpaint.surface_slot_remove() # Toggle whether given type is active or not bpy.ops.dpaint.type_toggle(type='CANVAS') # Flush edit data from active editing modes bpy.ops.ed.flush_edits() # Redo previous action bpy.ops.ed.redo() # Undo previous action bpy.ops.ed.undo() # Redo specific action in history bpy.ops.ed.undo_history(item=0) # Add an undo state (internal use only) bpy.ops.ed.undo_push(message="Add an undo step *function may be moved*") # Save a BVH motion capture file from an armature bpy.ops.export_anim.bvh(filepath="", check_existing=True, filter_glob="*.bvh", global_scale=1, frame_start=0, frame_end=0, rotate_mode='NATIVE', root_transform_only=False) # Export a single object as a Stanford PLY with normals, colors and texture coordinates bpy.ops.export_mesh.ply(filepath="", check_existing=True, axis_forward='Y', axis_up='Z', filter_glob="*.ply", use_mesh_modifiers=True, use_normals=True, use_uv_coords=True, use_colors=True, global_scale=1) # Save STL triangle mesh data from the active object bpy.ops.export_mesh.stl(filepath="", check_existing=True, axis_forward='Y', axis_up='Z', filter_glob="*.stl", use_selection=False, global_scale=1, use_scene_unit=False, ascii=False, use_mesh_modifiers=True, batch_mode='OFF') # Export to 3DS file format (.3ds) bpy.ops.export_scene.autodesk_3ds(filepath="", check_existing=True, axis_forward='Y', axis_up='Z', filter_glob="*.3ds", use_selection=False) # Write a FBX file bpy.ops.export_scene.fbx(filepath="", check_existing=True, axis_forward='-Z', axis_up='Y', filter_glob="*.fbx", version='BIN7400', ui_tab='MAIN', use_selection=False, global_scale=1, apply_unit_scale=True, bake_space_transform=False, object_types={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'OTHER'}, use_mesh_modifiers=True, mesh_smooth_type='OFF', use_mesh_edges=False, use_tspace=False, use_custom_props=False, add_leaf_bones=True, primary_bone_axis='Y', secondary_bone_axis='X', use_armature_deform_only=False, armature_nodetype='NULL', bake_anim=True, bake_anim_use_all_bones=True, bake_anim_use_nla_strips=True, bake_anim_use_all_actions=True, bake_anim_force_startend_keying=True, bake_anim_step=1, bake_anim_simplify_factor=1, use_anim=True, use_anim_action_all=True, use_default_take=True, use_anim_optimize=True, anim_optimize_precision=6, path_mode='AUTO', embed_textures=False, batch_mode='OFF', use_batch_own_dir=True, use_metadata=True) # Save a Wavefront OBJ File bpy.ops.export_scene.obj(filepath="", check_existing=True, axis_forward='-Z', axis_up='Y', filter_glob="*.obj;*.mtl", use_selection=False, use_animation=False, use_mesh_modifiers=True, use_edges=True, use_smooth_groups=False, use_smooth_groups_bitflags=False, use_normals=True, use_uvs=True, use_materials=True, use_triangles=False, use_nurbs=False, use_vertex_groups=False, use_blen_objects=True, group_by_object=False, group_by_material=False, keep_vertex_order=False, global_scale=1, path_mode='AUTO') # Export selection to Extensible 3D file (.x3d) bpy.ops.export_scene.x3d(filepath="", check_existing=True, axis_forward='Z', axis_up='Y', filter_glob="*.x3d", use_selection=False, use_mesh_modifiers=True, use_triangulate=False, use_normals=False, use_compress=False, use_hierarchy=True, name_decorations=True, use_h3d=False, global_scale=1, path_mode='AUTO') # Automatically pack all external files into the .blend file bpy.ops.file.autopack_toggle() # Add a bookmark for the selected/active directory bpy.ops.file.bookmark_add() # Delete all invalid bookmarks bpy.ops.file.bookmark_cleanup() # Delete selected bookmark bpy.ops.file.bookmark_delete(index=-1) # Move the active bookmark up/down in the list bpy.ops.file.bookmark_move(direction='TOP') # Toggle bookmarks display bpy.ops.file.bookmark_toggle() # Cancel loading of selected file bpy.ops.file.cancel() # Delete selected files bpy.ops.file.delete() # Create a new directory bpy.ops.file.directory_new(directory="", open=False) # Execute selected file bpy.ops.file.execute(need_active=False) # Increment number in filename bpy.ops.file.filenum(increment=1) # bpy.ops.file.filepath_drop(filepath="Path") # Try to find missing external files bpy.ops.file.find_missing_files(find_all=False, directory="", 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_btx=False, filter_collada=False, filter_folder=False, filter_blenlib=False, filemode=9, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Highlight selected file(s) bpy.ops.file.highlight() # Make all paths to external files absolute bpy.ops.file.make_paths_absolute() # Make all paths to external files relative to current .blend bpy.ops.file.make_paths_relative() # Move to next folder bpy.ops.file.next() # Pack all used external files into the .blend bpy.ops.file.pack_all() # Pack all used Blender library files into the current .blend bpy.ops.file.pack_libraries() # Move to parent directory bpy.ops.file.parent() # Move to previous folder bpy.ops.file.previous() # Refresh the file list bpy.ops.file.refresh() # Rename file or file directory bpy.ops.file.rename() # Report all missing external files bpy.ops.file.report_missing_files() # Reset Recent files bpy.ops.file.reset_recent() # Activate/select file bpy.ops.file.select(extend=False, fill=False, open=True) # Select or deselect all files bpy.ops.file.select_all_toggle() # Select a bookmarked directory bpy.ops.file.select_bookmark(dir="") # Activate/select the file(s) contained in the border bpy.ops.file.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Select/Deselect files by walking through them bpy.ops.file.select_walk(direction='UP', extend=False, fill=False) # Smooth scroll to make editable file visible bpy.ops.file.smoothscroll() # Unpack all files packed into this .blend to external ones bpy.ops.file.unpack_all(method='USE_LOCAL') # Unpack this file to an external file bpy.ops.file.unpack_item(method='USE_LOCAL', id_name="", id_type=19785) # Unpack all used Blender library files from this .blend file bpy.ops.file.unpack_libraries() # Bake fluid simulation bpy.ops.fluid.bake() # Add or remove a Fluid Preset bpy.ops.fluid.preset_add(name="", remove_active=False) # Set font case bpy.ops.font.case_set(case='LOWER') # Toggle font case bpy.ops.font.case_toggle() # Change font character code bpy.ops.font.change_character(delta=1) # Change font spacing bpy.ops.font.change_spacing(delta=1) # Delete text by cursor position bpy.ops.font.delete(type='ALL') # Insert line break at cursor position bpy.ops.font.line_break() # Move cursor to position type bpy.ops.font.move(type='LINE_BEGIN') # Move the cursor while selecting bpy.ops.font.move_select(type='LINE_BEGIN') # Load a new font from a file bpy.ops.font.open(filepath="", filter_blender=False, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=True, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Select all text bpy.ops.font.select_all() # Set font style bpy.ops.font.style_set(style='BOLD', clear=False) # Toggle font style bpy.ops.font.style_toggle(style='BOLD') # Copy selected text to clipboard bpy.ops.font.text_copy() # Cut selected text to clipboard bpy.ops.font.text_cut() # Insert text at cursor position bpy.ops.font.text_insert(text="", accent=False) # Paste text from clipboard bpy.ops.font.text_paste() # Paste contents from file bpy.ops.font.text_paste_from_file(filepath="", filter_blender=False, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=True, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Add a new text box bpy.ops.font.textbox_add() # Remove the textbox bpy.ops.font.textbox_remove(index=0) # Unlink active font data block bpy.ops.font.unlink() # Delete the active frame for the active Grease Pencil datablock bpy.ops.gpencil.active_frame_delete() # Apply tweaks to strokes by painting over the strokes bpy.ops.gpencil.brush_paint(stroke=[], wait_for_input=True) # Convert the active Grease Pencil layer to a new Curve Object bpy.ops.gpencil.convert(type='PATH', use_normalize_weights=True, radius_multiplier=1, use_link_strokes=True, timing_mode='', frame_range=100, start_frame=1, use_realtime=False, end_frame=250, gap_duration=0, gap_randomness=0, seed=0, use_timing_data=False) # Copy selected Grease Pencil points and strokes bpy.ops.gpencil.copy() # Add new Grease Pencil datablock bpy.ops.gpencil.data_add() # Unlink active Grease Pencil datablock bpy.ops.gpencil.data_unlink() # Delete selected Grease Pencil strokes, vertices, or frames bpy.ops.gpencil.delete(type='POINTS') # Delete selected points without splitting strokes bpy.ops.gpencil.dissolve() # Make annotations on the active data bpy.ops.gpencil.draw(mode='DRAW', stroke=[], wait_for_input=True) # Duplicate the selected Grease Pencil strokes bpy.ops.gpencil.duplicate() # Make copies of the selected Grease Pencil strokes and move them bpy.ops.gpencil.duplicate_move(GPENCIL_OT_duplicate={}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Enter/Exit edit mode for Grease Pencil strokes bpy.ops.gpencil.editmode_toggle() # Hide selected/unselected Grease Pencil layers bpy.ops.gpencil.hide(unselected=False) # Add new Grease Pencil layer for the active Grease Pencil datablock bpy.ops.gpencil.layer_add() # Change active Grease Pencil layer bpy.ops.gpencil.layer_change(layer='DEFAULT') # Make a copy of the active Grease Pencil layer bpy.ops.gpencil.layer_duplicate() # Toggle whether the active layer is the only one that can be edited and/or visible bpy.ops.gpencil.layer_isolate(affect_visibility=False) # Move the active Grease Pencil layer up/down in the list bpy.ops.gpencil.layer_move(type='UP') # Remove active Grease Pencil layer bpy.ops.gpencil.layer_remove() # Lock all Grease Pencil layers to prevent them from being accidentally modified bpy.ops.gpencil.lock_all() # Move selected strokes to another layer bpy.ops.gpencil.move_to_layer(layer='DEFAULT') # Paste previously copied strokes into active layer bpy.ops.gpencil.paste() # Show all Grease Pencil layers bpy.ops.gpencil.reveal() # Select Grease Pencil strokes and/or stroke points bpy.ops.gpencil.select(extend=False, deselect=False, toggle=False, entire_strokes=False, location=(0, 0)) # Change selection of all Grease Pencil strokes currently visible bpy.ops.gpencil.select_all(action='TOGGLE') # Select Grease Pencil strokes within a rectangular region bpy.ops.gpencil.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Select Grease Pencil strokes using brush selection bpy.ops.gpencil.select_circle(x=0, y=0, radius=1, gesture_mode=0) # Select all strokes with similar characteristics bpy.ops.gpencil.select_grouped(type='LAYER') # Select Grease Pencil strokes using lasso selection bpy.ops.gpencil.select_lasso(path=[], deselect=False, extend=True) # Shrink sets of selected Grease Pencil points bpy.ops.gpencil.select_less() # Select all points in same strokes as already selected points bpy.ops.gpencil.select_linked() # Grow sets of selected Grease Pencil points bpy.ops.gpencil.select_more() # Snap cursor to center of selected points bpy.ops.gpencil.snap_cursor_to_selected() # Snap selected points/strokes to the cursor bpy.ops.gpencil.snap_to_cursor(use_offset=True) # Snap selected points to the nearest grid points bpy.ops.gpencil.snap_to_grid() # Unlock all Grease Pencil layers so that they can be edited bpy.ops.gpencil.unlock_all() # Bake selected F-Curves to a set of sampled points defining a similar curve bpy.ops.graph.bake() # Simplify F-Curves by removing closely spaced keyframes bpy.ops.graph.clean(threshold=0.001, channels=False) # Insert new keyframe at the cursor position for the active F-Curve bpy.ops.graph.click_insert(frame=1, value=1) # Select keyframes by clicking on them bpy.ops.graph.clickselect(extend=False, column=False, curves=False) # Copy selected keyframes to the copy/paste buffer bpy.ops.graph.copy() # Interactively set the current frame and value cursor bpy.ops.graph.cursor_set(frame=0, value=0) # Remove all selected keyframes bpy.ops.graph.delete() # Make a copy of all selected keyframes bpy.ops.graph.duplicate(mode='TRANSLATION') # Make a copy of all selected keyframes and move them bpy.ops.graph.duplicate_move(GRAPH_OT_duplicate={"mode":'TRANSLATION'}, TRANSFORM_OT_transform={"mode":'TRANSLATION', "value":(0, 0, 0, 0), "axis":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "release_confirm":False}) # Set easing type for the F-Curve segments starting from the selected keyframes bpy.ops.graph.easing_type(type='AUTO') # Fix large jumps and flips in the selected Euler Rotation F-Curves arising from rotation values being clipped when baking physics bpy.ops.graph.euler_filter() # Set extrapolation mode for selected F-Curves bpy.ops.graph.extrapolation_type(type='CONSTANT') # Add F-Modifiers to the selected F-Curves bpy.ops.graph.fmodifier_add(type='NULL', only_active=True) # Copy the F-Modifier(s) of the active F-Curve bpy.ops.graph.fmodifier_copy() # Add copied F-Modifiers to the selected F-Curves bpy.ops.graph.fmodifier_paste() # Place the cursor on the midpoint of selected keyframes bpy.ops.graph.frame_jump() # Clear F-Curve snapshots (Ghosts) for active Graph Editor bpy.ops.graph.ghost_curves_clear() # Create snapshot (Ghosts) of selected F-Curves as background aid for active Graph Editor bpy.ops.graph.ghost_curves_create() # Set type of handle for selected keyframes bpy.ops.graph.handle_type(type='FREE') # Hide selected curves from Graph Editor view bpy.ops.graph.hide(unselected=False) # Set interpolation mode for the F-Curve segments starting from the selected keyframes bpy.ops.graph.interpolation_type(type='CONSTANT') # Insert keyframes for the specified channels bpy.ops.graph.keyframe_insert(type='ALL') # Flip selected keyframes over the selected mirror line bpy.ops.graph.mirror(type='CFRA') # Paste keyframes from copy/paste buffer for the selected channels, starting on the current frame bpy.ops.graph.paste(offset='START', merge='MIX', flipped=False) # Automatically set Preview Range based on range of keyframes bpy.ops.graph.previewrange_set() # Toggle display properties panel bpy.ops.graph.properties() # Make previously hidden curves visible again in Graph Editor view bpy.ops.graph.reveal() # Add keyframes on every frame between the selected keyframes bpy.ops.graph.sample() # Toggle selection of all keyframes bpy.ops.graph.select_all_toggle(invert=False) # Select all keyframes within the specified region bpy.ops.graph.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True, axis_range=False, include_handles=False) # Select keyframe points using circle selection bpy.ops.graph.select_circle(x=0, y=0, radius=1, gesture_mode=0) # Select all keyframes on the specified frame(s) bpy.ops.graph.select_column(mode='KEYS') # Select keyframe points using lasso selection bpy.ops.graph.select_lasso(path=[], deselect=False, extend=True) # Select keyframes to the left or the right of the current frame bpy.ops.graph.select_leftright(mode='CHECK', extend=False) # Deselect keyframes on ends of selection islands bpy.ops.graph.select_less() # Select keyframes occurring in the same F-Curves as selected ones bpy.ops.graph.select_linked() # Select keyframes beside already selected ones bpy.ops.graph.select_more() # Apply weighted moving means to make selected F-Curves less bumpy bpy.ops.graph.smooth() # Snap selected keyframes to the chosen times/values bpy.ops.graph.snap(type='CFRA') # Bakes a sound wave to selected F-Curves bpy.ops.graph.sound_bake(filepath="", filter_blender=False, filter_backup=False, filter_image=False, filter_movie=True, filter_python=False, filter_font=False, filter_sound=True, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', low=0, high=100000, attack=0.005, release=0.2, threshold=0, use_accumulate=False, use_additive=False, use_square=False, sthreshold=0.1) # Reset viewable area to show full keyframe range bpy.ops.graph.view_all(include_handles=True) # Reset viewable area to show range around current frame bpy.ops.graph.view_frame() # Reset viewable area to show selected keyframe range bpy.ops.graph.view_selected(include_handles=True) # Create an object group from selected objects bpy.ops.group.create(name="Group") # Add the object to an object group that contains the active object bpy.ops.group.objects_add_active(group='') # Remove selected objects from a group bpy.ops.group.objects_remove(group='') # Remove the object from an object group that contains the active object bpy.ops.group.objects_remove_active(group='') # Remove selected objects from all groups bpy.ops.group.objects_remove_all() # Interactively change the current frame number bpy.ops.image.change_frame(frame=0) # Clear the boundaries of the border render and disable border render bpy.ops.image.clear_render_border() # Set black point or white point for curves bpy.ops.image.curves_point_set(point='BLACK_POINT') # Cycle through all non-void render slots bpy.ops.image.cycle_render_slot(reverse=False) # Edit image in an external application bpy.ops.image.external_edit(filepath="") # Invert image's channels bpy.ops.image.invert(invert_r=False, invert_g=False, invert_b=False, invert_a=False) # Set image's user's length to the one of this video bpy.ops.image.match_movie_length() # Create a new image bpy.ops.image.new(name="Untitled", width=1024, height=1024, color=(0, 0, 0, 1), alpha=True, generated_type='BLANK', float=False, gen_context='NONE', use_stereo_3d=False) # Open image bpy.ops.image.open(filepath="", directory="", files=[], filter_blender=False, filter_backup=False, filter_image=True, filter_movie=True, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Pack an image as embedded data into the .blend file bpy.ops.image.pack(as_png=False) # Project edited image back onto the object bpy.ops.image.project_apply() # Edit a snapshot of the view-port in an external image editor bpy.ops.image.project_edit() # Toggle display properties panel bpy.ops.image.properties() # Read all the current scene's render layers from cache, as needed bpy.ops.image.read_renderlayers() # Reload current image from disk bpy.ops.image.reload() # Set the boundaries of the border render and enable border render bpy.ops.image.render_border(xmin=0, xmax=0, ymin=0, ymax=0) # Replace current image by another one from disk bpy.ops.image.replace(filepath="", filter_blender=False, filter_backup=False, filter_image=True, filter_movie=True, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Use mouse to sample a color in current image bpy.ops.image.sample() # Sample a line and show it in Scope panels bpy.ops.image.sample_line(xstart=0, xend=0, ystart=0, yend=0, cursor=1002) # Save the image with current name and settings bpy.ops.image.save() # Save the image with another name and/or settings bpy.ops.image.save_as(save_as_render=False, copy=False, filepath="", check_existing=True, filter_blender=False, filter_backup=False, filter_image=True, filter_movie=True, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Save all modified textures bpy.ops.image.save_dirty() # Save a sequence of images bpy.ops.image.save_sequence() # Toggles tool shelf display bpy.ops.image.toolshelf() # Save an image packed in the .blend file to disk bpy.ops.image.unpack(method='USE_LOCAL', id="") # View the entire image bpy.ops.image.view_all(fit_view=False) # Use a 3D mouse device to pan/zoom the view bpy.ops.image.view_ndof() # Pan the view bpy.ops.image.view_pan(offset=(0, 0)) # View all selected UVs bpy.ops.image.view_selected() # Zoom in/out the image bpy.ops.image.view_zoom(factor=0) # Zoom in the image (centered around 2D cursor) bpy.ops.image.view_zoom_in(location=(0, 0)) # Zoom out the image (centered around 2D cursor) bpy.ops.image.view_zoom_out(location=(0, 0)) # Set zoom ratio of the view bpy.ops.image.view_zoom_ratio(ratio=0) # Load a BVH motion capture file bpy.ops.import_anim.bvh(filepath="", axis_forward='-Z', axis_up='Y', filter_glob="*.bvh", target='ARMATURE', global_scale=1, frame_start=1, use_fps_scale=False, update_scene_fps=False, update_scene_duration=False, use_cyclic=False, rotate_mode='NATIVE') # Load a SVG file bpy.ops.import_curve.svg(filepath="", filter_glob="*.svg") # Load a PLY geometry file bpy.ops.import_mesh.ply(filepath="", files=[], directory="", filter_glob="*.ply") # Load STL triangle mesh data bpy.ops.import_mesh.stl(filepath="", axis_forward='Y', axis_up='Z', filter_glob="*.stl", files=[], directory="", global_scale=1, use_scene_unit=False, use_facet_normal=False) # Import from 3DS file format (.3ds) bpy.ops.import_scene.autodesk_3ds(filepath="", axis_forward='Y', axis_up='Z', filter_glob="*.3ds", constrain_size=10, use_image_search=True, use_apply_transform=True) # Load a FBX file bpy.ops.import_scene.fbx(filepath="", axis_forward='-Z', axis_up='Y', directory="", filter_glob="*.fbx", ui_tab='MAIN', use_manual_orientation=False, global_scale=1, bake_space_transform=False, use_custom_normals=True, use_image_search=True, use_alpha_decals=False, decal_offset=0, use_anim=True, anim_offset=1, use_custom_props=True, use_custom_props_enum_as_string=True, ignore_leaf_bones=False, force_connect_children=False, automatic_bone_orientation=False, primary_bone_axis='Y', secondary_bone_axis='X', use_prepost_rot=True) # Load a Wavefront OBJ File bpy.ops.import_scene.obj(filepath="", axis_forward='-Z', axis_up='Y', filter_glob="*.obj;*.mtl", use_edges=True, use_smooth_groups=True, use_split_objects=True, use_split_groups=True, use_groups_as_vgroups=False, use_image_search=True, split_mode='ON', global_clamp_size=0) # Import an X3D or VRML2 file bpy.ops.import_scene.x3d(filepath="", axis_forward='Z', axis_up='Y', filter_glob="*.x3d;*.wrl") # Copy selected reports to Clipboard bpy.ops.info.report_copy() # Delete selected reports bpy.ops.info.report_delete() # Replay selected reports bpy.ops.info.report_replay() # Update the display of reports in Blender UI (internal use) bpy.ops.info.reports_display_update() # Select or deselect all reports bpy.ops.info.select_all_toggle() # Toggle border selection bpy.ops.info.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Select reports by index bpy.ops.info.select_pick(report_index=0) # Add or remove a Sky & Atmosphere Preset bpy.ops.lamp.sunsky_preset_add(name="", remove_active=False) # Mirror all control points without inverting the lattice deform bpy.ops.lattice.flip(axis='U') # Set UVW control points a uniform distance apart bpy.ops.lattice.make_regular() # Change selection of all UVW control points bpy.ops.lattice.select_all(action='TOGGLE') # Deselect vertices at the boundary of each selection region bpy.ops.lattice.select_less() # Select mirrored lattice points bpy.ops.lattice.select_mirror(axis={'X'}, extend=False) # Select vertex directly linked to already selected ones bpy.ops.lattice.select_more() # Randomly select UVW control points bpy.ops.lattice.select_random(percent=50, seed=0, action='SELECT') # Select vertices without a group bpy.ops.lattice.select_ungrouped(extend=False) # Add an actuator to the active object bpy.ops.logic.actuator_add(type='MOTION', name="", object="") # Move Actuator bpy.ops.logic.actuator_move(actuator="", object="", direction='UP') # Remove an actuator from the active object bpy.ops.logic.actuator_remove(actuator="", object="") # Add a controller to the active object bpy.ops.logic.controller_add(type='LOGIC_AND', name="", object="") # Move Controller bpy.ops.logic.controller_move(controller="", object="", direction='UP') # Remove a controller from the active object bpy.ops.logic.controller_remove(controller="", object="") # Remove logic brick connections bpy.ops.logic.links_cut(path=[], cursor=9) # Toggle display properties panel bpy.ops.logic.properties() # Add a sensor to the active object bpy.ops.logic.sensor_add(type='ALWAYS', name="", object="") # Move Sensor bpy.ops.logic.sensor_move(sensor="", object="", direction='UP') # Remove a sensor from the active object bpy.ops.logic.sensor_remove(sensor="", object="") # Resize view so you can see all logic bricks bpy.ops.logic.view_all() # Add a new time marker bpy.ops.marker.add() # Bind the active camera to selected marker(s) bpy.ops.marker.camera_bind() # Delete selected time marker(s) bpy.ops.marker.delete() # Duplicate selected time marker(s) bpy.ops.marker.duplicate(frames=0) # Copy selected markers to another scene bpy.ops.marker.make_links_scene(scene='Scene') # Move selected time marker(s) bpy.ops.marker.move(frames=0) # Rename first selected time marker bpy.ops.marker.rename(name="RenamedMarker") # Select time marker(s) bpy.ops.marker.select(extend=False, camera=False) # Change selection of all time markers bpy.ops.marker.select_all(action='TOGGLE') # Select all time markers using border selection bpy.ops.marker.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Add vertex to feather bpy.ops.mask.add_feather_vertex(location=(0, 0)) # Add new vertex to feather and slide it bpy.ops.mask.add_feather_vertex_slide(MASK_OT_add_feather_vertex={"location":(0, 0)}, MASK_OT_slide_point={"slide_feather":False, "is_new_point":False}) # Add vertex to active spline bpy.ops.mask.add_vertex(location=(0, 0)) # Add new vertex and slide it bpy.ops.mask.add_vertex_slide(MASK_OT_add_vertex={"location":(0, 0)}, MASK_OT_slide_point={"slide_feather":False, "is_new_point":False}) # Copy selected splines to clipboard bpy.ops.mask.copy_splines() # Toggle cyclic for selected splines bpy.ops.mask.cyclic_toggle() # Delete selected control points or splines bpy.ops.mask.delete() # Duplicate selected control points and segments between them bpy.ops.mask.duplicate() # Duplicate mask and move bpy.ops.mask.duplicate_move(MASK_OT_duplicate={}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Reset the feather weight to zero bpy.ops.mask.feather_weight_clear() # Set type of handles for selected control points bpy.ops.mask.handle_type_set(type='AUTO') # Reveal the layer by setting the hide flag bpy.ops.mask.hide_view_clear() # Hide the layer by setting the hide flag bpy.ops.mask.hide_view_set(unselected=False) # Move the active layer up/down in the list bpy.ops.mask.layer_move(direction='UP') # Add new mask layer for masking bpy.ops.mask.layer_new(name="") # Remove mask layer bpy.ops.mask.layer_remove() # Create new mask bpy.ops.mask.new(name="") # Re-calculate the direction of selected handles bpy.ops.mask.normals_make_consistent() # Clear the mask's parenting bpy.ops.mask.parent_clear() # Set the mask's parenting bpy.ops.mask.parent_set() # Paste splines from clipboard bpy.ops.mask.paste_splines() # Add new circle-shaped spline bpy.ops.mask.primitive_circle_add(size=100, location=(0, 0)) # Add new square-shaped spline bpy.ops.mask.primitive_square_add(size=100, location=(0, 0)) # Select spline points bpy.ops.mask.select(extend=False, deselect=False, toggle=False, location=(0, 0)) # Change selection of all curve points bpy.ops.mask.select_all(action='TOGGLE') # Select curve points using border selection bpy.ops.mask.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Select curve points using circle selection bpy.ops.mask.select_circle(x=0, y=0, radius=1, gesture_mode=0) # Select curve points using lasso selection bpy.ops.mask.select_lasso(path=[], deselect=False, extend=True) # Deselect spline points at the boundary of each selection region bpy.ops.mask.select_less() # Select all curve points linked to already selected ones bpy.ops.mask.select_linked() # (De)select all points linked to the curve under the mouse cursor bpy.ops.mask.select_linked_pick(deselect=False) # Select more spline points connected to initial selection bpy.ops.mask.select_more() # bpy.ops.mask.shape_key_clear() # Reset feather weights on all selected points animation values bpy.ops.mask.shape_key_feather_reset() # bpy.ops.mask.shape_key_insert() # Recalculate animation data on selected points for frames selected in the dopesheet bpy.ops.mask.shape_key_rekey(location=True, feather=True) # Slide control points bpy.ops.mask.slide_point(slide_feather=False, is_new_point=False) # Slide a point on the spline to define it's curvature bpy.ops.mask.slide_spline_curvature() # Switch direction of selected splines bpy.ops.mask.switch_direction() # Copy the material settings and nodes bpy.ops.material.copy() # Add a new material bpy.ops.material.new() # Paste the material settings and nodes bpy.ops.material.paste() # Add or remove a Subsurface Scattering Preset bpy.ops.material.sss_preset_add(name="", remove_active=False) # Delete selected metaelement(s) bpy.ops.mball.delete_metaelems() # Duplicate selected metaelement(s) bpy.ops.mball.duplicate_metaelems() # Make copies of the selected metaelements and move them bpy.ops.mball.duplicate_move(MBALL_OT_duplicate_metaelems={}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Hide (un)selected metaelement(s) bpy.ops.mball.hide_metaelems(unselected=False) # Reveal all hidden metaelements bpy.ops.mball.reveal_metaelems() # Change selection of all meta elements bpy.ops.mball.select_all(action='TOGGLE') # Randomly select metaelements bpy.ops.mball.select_random_metaelems(percent=50, seed=0, action='SELECT') # Select similar metaballs by property types bpy.ops.mball.select_similar(type='TYPE', threshold=0.1) # Rearrange some faces to try to get less degenerated geometry bpy.ops.mesh.beautify_fill(angle_limit=3.14159) # Edge Bevel bpy.ops.mesh.bevel(offset_type='OFFSET', offset=0, segments=1, profile=0.5, vertex_only=False, clamp_overlap=False, loop_slide=True, material=-1) # Cut geometry along a plane (click-drag to define plane) bpy.ops.mesh.bisect(plane_co=(0, 0, 0), plane_no=(0, 0, 0), use_fill=False, clear_inner=False, clear_outer=False, threshold=0.0001, xstart=0, xend=0, ystart=0, yend=0, cursor=1002) # Blend in shape from a shape key bpy.ops.mesh.blend_from_shape(shape='', blend=1, add=True) # Make faces between two or more edge loops 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, profile_shape_factor=0, profile_shape='SMOOTH') # Flip direction of vertex colors inside faces bpy.ops.mesh.colors_reverse() # Rotate vertex colors inside faces bpy.ops.mesh.colors_rotate(use_ccw=False) # Enclose selected vertices in a convex polyhedron 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) # Add a custom split normals layer, if none exists yet bpy.ops.mesh.customdata_custom_splitnormals_add() # Remove the custom split normals layer, if it exists bpy.ops.mesh.customdata_custom_splitnormals_clear() # Clear vertex sculpt masking data from the mesh bpy.ops.mesh.customdata_mask_clear() # Add a vertex skin layer bpy.ops.mesh.customdata_skin_add() # Clear vertex skin layer bpy.ops.mesh.customdata_skin_clear() # Delete selected vertices, edges or faces bpy.ops.mesh.delete(type='VERT') # Delete an edge loop by merging the faces on each side bpy.ops.mesh.delete_edgeloop(use_face_split=True) # Delete loose vertices, edges or faces bpy.ops.mesh.delete_loose(use_verts=True, use_edges=True, use_faces=False) # Dissolve zero area faces and zero length edges bpy.ops.mesh.dissolve_degenerate(threshold=0.0001) # Dissolve edges, merging faces bpy.ops.mesh.dissolve_edges(use_verts=True, use_face_split=False) # Dissolve faces bpy.ops.mesh.dissolve_faces(use_verts=False) # Dissolve selected edges and verts, limited by the angle of surrounding geometry bpy.ops.mesh.dissolve_limited(angle_limit=0.0872665, use_dissolve_boundaries=False, delimit={'NORMAL'}) # Dissolve geometry based on the selection mode bpy.ops.mesh.dissolve_mode(use_verts=False, use_face_split=False, use_boundary_tear=False) # Dissolve verts, merge edges and faces bpy.ops.mesh.dissolve_verts(use_face_split=False, use_boundary_tear=False) # Assign Image to active UV Map, or create an UV Map bpy.ops.mesh.drop_named_image(name="Image", filepath="Path", relative_path=True) # Duplicate and extrude selected vertices, edges or faces towards the mouse cursor bpy.ops.mesh.dupli_extrude_cursor(rotate_source=True) # Duplicate selected vertices, edges or faces bpy.ops.mesh.duplicate(mode=1) # Duplicate mesh and move bpy.ops.mesh.duplicate_move(MESH_OT_duplicate={"mode":1}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Collapse selected edges bpy.ops.mesh.edge_collapse() # Add an edge or face to selected bpy.ops.mesh.edge_face_add() # Rotate selected edge or adjoining faces bpy.ops.mesh.edge_rotate(use_ccw=False) # Split selected edges so that each neighbor face gets its own copy bpy.ops.mesh.edge_split() # Select an edge ring bpy.ops.mesh.edgering_select(extend=False, deselect=False, toggle=False, ring=True) # Select all sharp-enough edges bpy.ops.mesh.edges_select_sharp(sharpness=0.523599) # Extrude individual edges only bpy.ops.mesh.extrude_edges_indiv(mirror=False) # Extrude edges and move result bpy.ops.mesh.extrude_edges_move(MESH_OT_extrude_edges_indiv={"mirror":False}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Extrude individual faces only bpy.ops.mesh.extrude_faces_indiv(mirror=False) # Extrude faces and move result bpy.ops.mesh.extrude_faces_move(MESH_OT_extrude_faces_indiv={"mirror":False}, TRANSFORM_OT_shrink_fatten={"value":0, "use_even_offset":True, "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "release_confirm":False}) # Extrude region of faces bpy.ops.mesh.extrude_region(mirror=False) # Extrude region and move result bpy.ops.mesh.extrude_region_move(MESH_OT_extrude_region={"mirror":False}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Extrude region and move result bpy.ops.mesh.extrude_region_shrink_fatten(MESH_OT_extrude_region={"mirror":False}, TRANSFORM_OT_shrink_fatten={"value":0, "use_even_offset":True, "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "release_confirm":False}) # Extrude selected vertices, edges or faces repeatedly bpy.ops.mesh.extrude_repeat(offset=2, steps=10) # Extrude vertices and move result bpy.ops.mesh.extrude_vertices_move(MESH_OT_extrude_verts_indiv={"mirror":False}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Extrude individual vertices only bpy.ops.mesh.extrude_verts_indiv(mirror=False) # Flatten selected faces bpy.ops.mesh.face_make_planar(factor=1, repeat=1) # Weld loose edges into faces (splitting them into new faces) bpy.ops.mesh.face_split_by_edges() # Copy mirror UV coordinates on the X axis based on a mirrored mesh bpy.ops.mesh.faces_mirror_uv(direction='POSITIVE', precision=3) # Select linked faces by angle bpy.ops.mesh.faces_select_linked_flat(sharpness=0.0174533) # Display faces flat bpy.ops.mesh.faces_shade_flat() # Display faces smooth (using vertex normals) bpy.ops.mesh.faces_shade_smooth() # Fill a selected edge loop with faces bpy.ops.mesh.fill(use_beauty=True) # Fill grid from two loops bpy.ops.mesh.fill_grid(span=1, offset=0, use_interp_simple=False) # Fill in holes (boundary edge loops) bpy.ops.mesh.fill_holes(sides=4) # Flip the direction of selected faces' normals (and of their vertices) bpy.ops.mesh.flip_normals() # Hide (un)selected vertices, edges or faces bpy.ops.mesh.hide(unselected=False) # Inset new faces into selected faces bpy.ops.mesh.inset(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_edge_rail=False, thickness=0.01, depth=0, use_outset=False, use_select_inset=False, use_individual=False, use_interpolate=True) # Cut an intersection into faces bpy.ops.mesh.intersect(mode='SELECT_UNSELECT', use_separate=True, threshold=1e-006) # Cut solid geometry from selected to unselected bpy.ops.mesh.intersect_boolean(operation='DIFFERENCE', use_swap=False, threshold=1e-006) # Use other objects outlines & boundaries to project knife cuts bpy.ops.mesh.knife_project(cut_through=False) # Cut new topology bpy.ops.mesh.knife_tool(use_occlude_geometry=True, only_selected=False) # Select a loop of connected edges by connection type bpy.ops.mesh.loop_multi_select(ring=False) # Select a loop of connected edges bpy.ops.mesh.loop_select(extend=False, deselect=False, toggle=False, ring=False) # Select region of faces inside of a selected loop of edges bpy.ops.mesh.loop_to_region(select_bigger=False) # Add a new loop between existing loops bpy.ops.mesh.loopcut(number_cuts=1, smoothness=0, falloff='INVERSE_SQUARE', edge_index=-1, mesh_select_mode_init=(False, False, False)) # Cut mesh loop and slide it bpy.ops.mesh.loopcut_slide(MESH_OT_loopcut={"number_cuts":1, "smoothness":0, "falloff":'INVERSE_SQUARE', "edge_index":-1, "mesh_select_mode_init":(False, False, False)}, TRANSFORM_OT_edge_slide={"value":0, "single_side":False, "use_even":False, "flipped":False, "use_clamp":True, "mirror":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "correct_uv":False, "release_confirm":False}) # (Un)mark selected edges as Freestyle feature edges bpy.ops.mesh.mark_freestyle_edge(clear=False) # (Un)mark selected faces for exclusion from Freestyle feature edge detection bpy.ops.mesh.mark_freestyle_face(clear=False) # (Un)mark selected edges as a seam bpy.ops.mesh.mark_seam(clear=False) # (Un)mark selected edges as sharp bpy.ops.mesh.mark_sharp(clear=False, use_verts=False) # Merge selected vertices bpy.ops.mesh.merge(type='CENTER', uvs=False) # Remove navmesh data from this mesh bpy.ops.mesh.navmesh_clear() # Add a new index and assign it to selected faces bpy.ops.mesh.navmesh_face_add() # Copy the index from the active face bpy.ops.mesh.navmesh_face_copy() # Create navigation mesh for selected objects bpy.ops.mesh.navmesh_make() # Assign a new index to every face bpy.ops.mesh.navmesh_reset() # Use vertex coordinate as texture coordinate bpy.ops.mesh.noise(factor=0.1) # Make face and vertex normals point either outside or inside the mesh bpy.ops.mesh.normals_make_consistent(inside=False) # Create offset edge loop from the current selection bpy.ops.mesh.offset_edge_loops(use_cap_endpoint=False) # Offset edge loop slide bpy.ops.mesh.offset_edge_loops_slide(MESH_OT_offset_edge_loops={"use_cap_endpoint":False}, TRANSFORM_OT_edge_slide={"value":0, "single_side":False, "use_even":False, "flipped":False, "use_clamp":True, "mirror":False, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "correct_uv":False, "release_confirm":False}) # Split a face into a fan bpy.ops.mesh.poke(offset=0, use_relative_offset=False, center_mode='MEAN_WEIGHTED') # Construct a circle mesh bpy.ops.mesh.primitive_circle_add(vertices=32, radius=1, fill_type='NOTHING', calc_uvs=False, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a conic mesh bpy.ops.mesh.primitive_cone_add(vertices=32, radius1=1, radius2=0, depth=2, end_fill_type='NGON', calc_uvs=False, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a cube mesh bpy.ops.mesh.primitive_cube_add(radius=1, calc_uvs=False, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a cylinder mesh bpy.ops.mesh.primitive_cylinder_add(vertices=32, radius=1, depth=2, end_fill_type='NGON', calc_uvs=False, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a grid mesh bpy.ops.mesh.primitive_grid_add(x_subdivisions=10, y_subdivisions=10, radius=1, calc_uvs=False, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct an Icosphere mesh bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, size=1, calc_uvs=False, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a Suzanne mesh bpy.ops.mesh.primitive_monkey_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a filled planar mesh with 4 vertices bpy.ops.mesh.primitive_plane_add(radius=1, calc_uvs=False, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Add a torus mesh bpy.ops.mesh.primitive_torus_add(location=(0, 0, 0), rotation=(0, 0, 0), view_align=False, layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False), major_segments=48, minor_segments=12, mode='MAJOR_MINOR', major_radius=1, minor_radius=0.25, abso_major_rad=1.25, abso_minor_rad=0.75) # Construct a UV sphere mesh bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, size=1, calc_uvs=False, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Triangulate selected faces bpy.ops.mesh.quads_convert_to_tris(quad_method='BEAUTY', ngon_method='BEAUTY') # Select boundary edges around the selected faces bpy.ops.mesh.region_to_loop() # Remove duplicate vertices bpy.ops.mesh.remove_doubles(threshold=0.0001, use_unselected=False) # Reveal all hidden vertices, edges and faces bpy.ops.mesh.reveal() # Disconnect vertex or edges from connected geometry bpy.ops.mesh.rip(mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=False, use_fill=False) # Extend vertices along the edge closest to the cursor bpy.ops.mesh.rip_edge(mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=False) # Extend vertices and move the result bpy.ops.mesh.rip_edge_move(MESH_OT_rip_edge={"mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "release_confirm":False}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Rip polygons and move the result bpy.ops.mesh.rip_move(MESH_OT_rip={"mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "release_confirm":False, "use_fill":False}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Rip-fill polygons and move the result bpy.ops.mesh.rip_move_fill(MESH_OT_rip={"mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "release_confirm":False, "use_fill":False}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Extrude selected vertices in screw-shaped rotation around the cursor in indicated viewport bpy.ops.mesh.screw(steps=9, turns=1, center=(0, 0, 0), axis=(0, 0, 0)) # (De)select all vertices, edges or faces bpy.ops.mesh.select_all(action='TOGGLE') # Select all data in the mesh on a single axis bpy.ops.mesh.select_axis(mode='POSITIVE', axis='X_AXIS', threshold=0.0001) # Select vertices or faces by the number of polygon sides bpy.ops.mesh.select_face_by_sides(number=4, type='EQUAL', extend=True) # Select faces where all edges have more than 2 face users bpy.ops.mesh.select_interior_faces() # Deselect vertices, edges or faces at the boundary of each selection region bpy.ops.mesh.select_less(use_face_step=True) # Select all vertices linked to the active mesh bpy.ops.mesh.select_linked(delimit={'SEAM'}) # (De)select all vertices linked to the edge under the mouse cursor bpy.ops.mesh.select_linked_pick(deselect=False, delimit={'SEAM'}, index=-1) # Select loose geometry based on the selection mode bpy.ops.mesh.select_loose(extend=False) # Select mesh items at mirrored locations bpy.ops.mesh.select_mirror(axis={'X'}, extend=False) # Change selection mode bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='VERT', action='TOGGLE') # Select more vertices, edges or faces connected to initial selection bpy.ops.mesh.select_more(use_face_step=True) # Select the next element (using selection order) bpy.ops.mesh.select_next_item() # Select all non-manifold vertices or edges 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) # Deselect every Nth element starting from the active vertex, edge or face bpy.ops.mesh.select_nth(nth=2, skip=1, offset=0) # Select the next element (using selection order) bpy.ops.mesh.select_prev_item() # Randomly select vertices bpy.ops.mesh.select_random(percent=50, seed=0, action='SELECT') # Select similar vertices, edges or faces by property types bpy.ops.mesh.select_similar(type='NORMAL', compare='EQUAL', threshold=0) # Select similar face regions to the current selection bpy.ops.mesh.select_similar_region() # Select vertices without a group bpy.ops.mesh.select_ungrouped(extend=False) # Separate selected geometry into a new mesh bpy.ops.mesh.separate(type='SELECTED') # Apply selected vertex locations to all other shape keys bpy.ops.mesh.shape_propagate_to_all() # Select shortest path between two selections bpy.ops.mesh.shortest_path_pick(use_face_step=False, use_topology_distance=False, nth=1, skip=1, offset=0, index=-1) # Selected vertex path between two vertices bpy.ops.mesh.shortest_path_select(use_face_step=False, use_topology_distance=False, nth=1, skip=1, offset=0) # Create a solid skin by extruding, compensating for sharp angles bpy.ops.mesh.solidify(thickness=0.01) # The order of selected vertices/edges/faces is modified, based on a given method bpy.ops.mesh.sort_elements(type='VIEW_ZAXIS', elements={'VERT'}, reverse=False, seed=0) # Extrude selected vertices in a circle around the cursor in indicated viewport bpy.ops.mesh.spin(steps=9, dupli=False, angle=1.5708, center=(0, 0, 0), axis=(0, 0, 0)) # Split off selected geometry from connected unselected geometry bpy.ops.mesh.split() # Subdivide selected edges bpy.ops.mesh.subdivide(number_cuts=1, smoothness=0, quadtri=False, quadcorner='STRAIGHT_CUT', fractal=0, fractal_along_normal=0, seed=0) # bpy.ops.mesh.subdivide_edgering(number_cuts=10, interpolation='PATH', smoothness=1, profile_shape_factor=0, profile_shape='SMOOTH') # Enforce symmetry (both form and topological) across an axis bpy.ops.mesh.symmetrize(direction='NEGATIVE_X', threshold=0.0001) # Snap vertex pairs to their mirrored locations bpy.ops.mesh.symmetry_snap(direction='NEGATIVE_X', threshold=0.05, factor=0.5, use_center=True) # Join triangles into quads 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) # UnSubdivide selected edges & faces bpy.ops.mesh.unsubdivide(iterations=2) # Add UV Map bpy.ops.mesh.uv_texture_add() # Remove UV Map bpy.ops.mesh.uv_texture_remove() # Flip direction of UV coordinates inside faces bpy.ops.mesh.uvs_reverse() # Rotate UV coordinates inside faces bpy.ops.mesh.uvs_rotate(use_ccw=False) # Connect selected vertices of faces, splitting the face bpy.ops.mesh.vert_connect() # Make all faces convex bpy.ops.mesh.vert_connect_concave() # Split non-planar faces that exceed the angle threshold bpy.ops.mesh.vert_connect_nonplanar(angle_limit=0.0872665) # Connect vertices by their selection order, creating edges, splitting faces bpy.ops.mesh.vert_connect_path() # Add vertex color layer bpy.ops.mesh.vertex_color_add() # Remove vertex color layer bpy.ops.mesh.vertex_color_remove() # Flatten angles of selected vertices bpy.ops.mesh.vertices_smooth(factor=0.5, repeat=1, xaxis=True, yaxis=True, zaxis=True) # Laplacian smooth of selected vertices bpy.ops.mesh.vertices_smooth_laplacian(repeat=1, lambda_factor=5e-005, lambda_border=5e-005, use_x=True, use_y=True, use_z=True, preserve_volume=True) # Create a solid wire-frame from faces 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) # Push action down onto the top of the NLA stack as a new strip bpy.ops.nla.action_pushdown(channel_index=-1) # Synchronize the length of the referenced Action with the length used in the strip bpy.ops.nla.action_sync_length(active=True) # Unlink this action from the active action slot (and/or exit Tweak Mode) bpy.ops.nla.action_unlink(force_delete=False) # Add an Action-Clip strip (i.e. an NLA Strip referencing an Action) to the active track bpy.ops.nla.actionclip_add(action='') # Apply scaling of selected strips to their referenced Actions bpy.ops.nla.apply_scale() # Bake object/pose loc/scale/rotation animation to a new action bpy.ops.nla.bake(frame_start=1, frame_end=250, step=1, only_selected=True, visual_keying=False, clear_constraints=False, clear_parents=False, use_current_action=False, bake_types={'POSE'}) # Handle clicks to select NLA channels bpy.ops.nla.channels_click(extend=False) # Reset scaling of selected strips bpy.ops.nla.clear_scale() # Handle clicks to select NLA Strips bpy.ops.nla.click_select(extend=False) # Delete selected strips bpy.ops.nla.delete() # Duplicate selected NLA-Strips, adding the new strips in new tracks above the originals bpy.ops.nla.duplicate(linked=False, mode='TRANSLATION') # Add a F-Modifier of the specified type to the selected NLA-Strips bpy.ops.nla.fmodifier_add(type='NULL', only_active=False) # Copy the F-Modifier(s) of the active NLA-Strip bpy.ops.nla.fmodifier_copy() # Add copied F-Modifiers to the selected NLA-Strips bpy.ops.nla.fmodifier_paste() # Ensure that each action is only used once in the set of strips selected bpy.ops.nla.make_single_user() # Add new meta-strips incorporating the selected strips bpy.ops.nla.meta_add() # Separate out the strips held by the selected meta-strips bpy.ops.nla.meta_remove() # Move selected strips down a track if there's room bpy.ops.nla.move_down() # Move selected strips up a track if there's room bpy.ops.nla.move_up() # Mute or un-mute selected strips bpy.ops.nla.mute_toggle() # Automatically set Preview Range based on range of keyframes bpy.ops.nla.previewrange_set() # Toggle display properties panel bpy.ops.nla.properties() # Select or deselect all NLA-Strips bpy.ops.nla.select_all_toggle(invert=False) # Use box selection to grab NLA-Strips bpy.ops.nla.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True, axis_range=False) # Select strips to the left or the right of the current frame bpy.ops.nla.select_leftright(mode='CHECK', extend=False) # Make selected objects appear in NLA Editor by adding Animation Data bpy.ops.nla.selected_objects_add() # Move start of strips to specified time bpy.ops.nla.snap(type='CFRA') # Add a strip for controlling when speaker plays its sound clip bpy.ops.nla.soundclip_add() # Split selected strips at their midpoints bpy.ops.nla.split() # Swap order of selected strips within tracks bpy.ops.nla.swap() # Add NLA-Tracks above/after the selected tracks bpy.ops.nla.tracks_add(above_selected=False) # Delete selected NLA-Tracks and the strips they contain bpy.ops.nla.tracks_delete() # Add a transition strip between two adjacent selected strips bpy.ops.nla.transition_add() # Enter tweaking mode for the action referenced by the active strip to edit its keyframes bpy.ops.nla.tweakmode_enter(isolate_action=False) # Exit tweaking mode for the action referenced by the active strip bpy.ops.nla.tweakmode_exit(isolate_action=False) # Reset viewable area to show full strips range bpy.ops.nla.view_all() # Reset viewable area to show selected strips range bpy.ops.nla.view_selected() # Add a node to the active tree and link to an existing socket bpy.ops.node.add_and_link_node(settings=[], type="", use_transform=False, link_socket_index=0) # Add a file node to the current node editor bpy.ops.node.add_file(filepath="", filter_blender=False, filter_backup=False, filter_image=True, filter_movie=True, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', name="Image") # Add a mask node to the current node editor bpy.ops.node.add_mask(name="Mask") # Add a node to the active tree bpy.ops.node.add_node(settings=[], type="", use_transform=False) # Add a reroute node bpy.ops.node.add_reroute(path=[], cursor=6) # Add a node to the active tree bpy.ops.node.add_search(settings=[], type="", use_transform=False, node_item='') # Attach active node to a frame bpy.ops.node.attach() # Fit the background image to the view bpy.ops.node.backimage_fit() # Move Node backdrop bpy.ops.node.backimage_move() # Use mouse to sample background image bpy.ops.node.backimage_sample() # Zoom in/out the background image bpy.ops.node.backimage_zoom(factor=1.2) # Clear the boundaries for viewer operations bpy.ops.node.clear_viewer_border() # Copies selected nodes to the clipboard bpy.ops.node.clipboard_copy() # Pastes nodes from the clipboard to the active node tree bpy.ops.node.clipboard_paste() # Toggle collapsed nodes and hide unused sockets bpy.ops.node.collapse_hide_unused_toggle() # Delete selected nodes bpy.ops.node.delete() # Delete nodes; will reconnect nodes as if deletion was muted bpy.ops.node.delete_reconnect() # Detach selected nodes from parents bpy.ops.node.detach() # Detach nodes, move and attach to frame bpy.ops.node.detach_translate_attach(NODE_OT_detach={}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}, NODE_OT_attach={}) # Duplicate selected nodes bpy.ops.node.duplicate(keep_inputs=False) # Duplicate selected nodes and move them bpy.ops.node.duplicate_move(NODE_OT_duplicate={"keep_inputs":False}, NODE_OT_translate_attach={"TRANSFORM_OT_translate":{"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}, "NODE_OT_attach":{}, "NODE_OT_insert_offset":{}}) # Duplicate selected nodes keeping input links and move them bpy.ops.node.duplicate_move_keep_inputs(NODE_OT_duplicate={"keep_inputs":False}, NODE_OT_translate_attach={"TRANSFORM_OT_translate":{"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}, "NODE_OT_attach":{}, "NODE_OT_insert_offset":{}}) # Search for named node and allow to select and activate it bpy.ops.node.find_node(prev=False) # Edit node group bpy.ops.node.group_edit(exit=False) # Insert selected nodes into a node group bpy.ops.node.group_insert() # Make group from selected nodes bpy.ops.node.group_make() # Separate selected nodes from the node group bpy.ops.node.group_separate(type='COPY') # Ungroup selected nodes bpy.ops.node.group_ungroup() # Toggle unused node socket display bpy.ops.node.hide_socket_toggle() # Toggle hiding of selected nodes bpy.ops.node.hide_toggle() # Automatically offset nodes on insertion bpy.ops.node.insert_offset() # Attach selected nodes to a new common frame bpy.ops.node.join() # Use the mouse to create a link between two nodes bpy.ops.node.link(detach=False) # Makes a link between selected output in input sockets bpy.ops.node.link_make(replace=False) # Link to viewer node bpy.ops.node.link_viewer() # Use the mouse to cut (remove) some links bpy.ops.node.links_cut(path=[], cursor=9) # Remove all links to selected nodes, and try to connect neighbor nodes together bpy.ops.node.links_detach() # Move a node to detach links bpy.ops.node.move_detach_links(NODE_OT_links_detach={}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}, NODE_OT_insert_offset={}) # Move a node to detach links bpy.ops.node.move_detach_links_release(NODE_OT_links_detach={}, NODE_OT_translate_attach={"TRANSFORM_OT_translate":{"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}, "NODE_OT_attach":{}, "NODE_OT_insert_offset":{}}) # Toggle muting of the nodes bpy.ops.node.mute_toggle() # Create a new node tree bpy.ops.node.new_node_tree(type='ShaderNodeTree', name="NodeTree") # Add or remove a Node Color Preset bpy.ops.node.node_color_preset_add(name="", remove_active=False) # Copy color to all selected nodes bpy.ops.node.node_copy_color() # Toggle option buttons display for selected nodes bpy.ops.node.options_toggle() # Add a new input to a file output node bpy.ops.node.output_file_add_socket(file_path="Image") # Move the active input of a file output node up or down the list bpy.ops.node.output_file_move_active_socket(direction='DOWN') # Remove active input from a file output node bpy.ops.node.output_file_remove_active_socket() # Attach selected nodes bpy.ops.node.parent_set() # Toggle preview display for selected nodes bpy.ops.node.preview_toggle() # Toggles the properties panel display bpy.ops.node.properties() # Read all render layers of current scene, in full sample bpy.ops.node.read_fullsamplelayers() # Read all render layers of all used scenes bpy.ops.node.read_renderlayers() # Render current scene, when input node's layer has been changed bpy.ops.node.render_changed() # Resize a node bpy.ops.node.resize() # Select the node under the cursor bpy.ops.node.select(mouse_x=0, mouse_y=0, extend=False) # (De)select all nodes bpy.ops.node.select_all(action='TOGGLE') # Use box selection to select nodes bpy.ops.node.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True, tweak=False) # Use circle selection to select nodes bpy.ops.node.select_circle(x=0, y=0, radius=1, gesture_mode=0) # Select nodes with similar properties bpy.ops.node.select_grouped(extend=False, type='TYPE') # Select nodes using lasso selection bpy.ops.node.select_lasso(path=[], deselect=False, extend=True) # Select node and link it to a viewer node bpy.ops.node.select_link_viewer(NODE_OT_select={"mouse_x":0, "mouse_y":0, "extend":False}, NODE_OT_link_viewer={}) # Select nodes linked from the selected ones bpy.ops.node.select_linked_from() # Select nodes linked to the selected ones bpy.ops.node.select_linked_to() # Activate and view same node type, step by step bpy.ops.node.select_same_type_step(prev=False) # Update shader script node with new sockets and options from the script bpy.ops.node.shader_script_update() # Update views of selected node bpy.ops.node.switch_view_update() # Toggles tool shelf display bpy.ops.node.toolbar() # Move nodes and attach to frame bpy.ops.node.translate_attach(TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}, NODE_OT_attach={}, NODE_OT_insert_offset={}) # Move nodes and attach to frame bpy.ops.node.translate_attach_remove_on_cancel(TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}, NODE_OT_attach={}, NODE_OT_insert_offset={}) # Go to parent node tree bpy.ops.node.tree_path_parent() # Add an input or output socket to the current node tree bpy.ops.node.tree_socket_add(in_out='IN') # Move a socket up or down in the current node tree's sockets stack bpy.ops.node.tree_socket_move(direction='UP') # Remove an input or output socket to the current node tree bpy.ops.node.tree_socket_remove() # Resize view so you can see all nodes bpy.ops.node.view_all() # Resize view so you can see selected nodes bpy.ops.node.view_selected() # Set the boundaries for viewer operations bpy.ops.node.viewer_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Add an object to the scene bpy.ops.object.add(radius=1, type='EMPTY', view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Add named object bpy.ops.object.add_named(linked=False, name="") # Align Objects bpy.ops.object.align(bb_quality=True, align_mode='OPT_2', relative_to='OPT_4', align_axis=set()) # Convert object animation for normal transforms to delta transforms bpy.ops.object.anim_transforms_to_deltas() # Add an armature object to the scene bpy.ops.object.armature_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Bake image textures of selected objects bpy.ops.object.bake(type='COMBINED', pass_filter=set(), filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=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 bpy.ops.object.bake_image() # Add a camera object to the scene bpy.ops.object.camera_add(view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Add a constraint to the active object bpy.ops.object.constraint_add(type='') # Add a constraint to the active object, with target (where applicable) set to the selected Objects/Bones bpy.ops.object.constraint_add_with_targets(type='') # Clear all the constraints for the active Object only bpy.ops.object.constraints_clear() # Copy constraints to other selected objects bpy.ops.object.constraints_copy() # Convert selected objects to another type bpy.ops.object.convert(target='MESH', keep_original=False) # Bind base pose in Corrective Smooth modifier bpy.ops.object.correctivesmooth_bind(modifier="") # Transfer data layer(s) (weights, edge sharp, ...) from active to selected meshes 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, ray_radius=0, islands_precision=0.1, layers_select_src='ACTIVE', layers_select_dst='ACTIVE', mix_mode='REPLACE', mix_factor=1) # Transfer layout of data layer(s) from active to selected meshes bpy.ops.object.datalayout_transfer(modifier="", data_type='', use_delete=False, layers_select_src='ACTIVE', layers_select_dst='ACTIVE') # Delete selected objects bpy.ops.object.delete(use_global=False) # Add an empty image type to scene with data bpy.ops.object.drop_named_image(filepath="", relative_path=True, name="", view_align=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # bpy.ops.object.drop_named_material(name="Material") # Set offset used for DupliGroup based on cursor position bpy.ops.object.dupli_offset_from_cursor() # Duplicate selected objects bpy.ops.object.duplicate(linked=False, mode='TRANSLATION') # Duplicate selected objects and move them bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Duplicate selected objects and move them bpy.ops.object.duplicate_move_linked(OBJECT_OT_duplicate={"linked":False, "mode":'TRANSLATION'}, TRANSFORM_OT_translate={"value":(0, 0, 0), "constraint_axis":(False, False, False), "constraint_orientation":'GLOBAL', "mirror":False, "proportional":'DISABLED', "proportional_edit_falloff":'SMOOTH', "proportional_size":1, "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "gpencil_strokes":False, "texture_space":False, "remove_on_cancel":False, "release_confirm":False}) # Make dupli objects attached to this object real bpy.ops.object.duplicates_make_real(use_base_parent=False, use_hierarchy=False) # Toggle object's editmode bpy.ops.object.editmode_toggle() # Add an empty object with a physics effector to the scene bpy.ops.object.effector_add(type='FORCE', radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Add an empty object to the scene bpy.ops.object.empty_add(type='PLAIN_AXES', radius=1, view_align=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Refresh data in the Explode modifier bpy.ops.object.explode_refresh(modifier="") # Toggle object's force field bpy.ops.object.forcefield_toggle() # Copy game physics properties to other selected objects bpy.ops.object.game_physics_copy() # Remove all game properties from all selected objects bpy.ops.object.game_property_clear() # Copy/merge/replace a game property from active object to all selected objects bpy.ops.object.game_property_copy(operation='COPY', property='') # Move game property bpy.ops.object.game_property_move(index=0, direction='UP') # Create a new property available to the game engine bpy.ops.object.game_property_new(type='FLOAT', name="") # Remove game property bpy.ops.object.game_property_remove(index=0) # Add an object to a new group bpy.ops.object.group_add() # Add a dupligroup instance bpy.ops.object.group_instance_add(name="Group", group='', view_align=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Add an object to an existing group bpy.ops.object.group_link(group='') # Remove the active object from this group bpy.ops.object.group_remove() # Unlink the group from all objects bpy.ops.object.group_unlink() # Select all objects in group bpy.ops.object.grouped_select() # Reveal the render object by setting the hide render flag bpy.ops.object.hide_render_clear() # Reveal all render objects by setting the hide render flag bpy.ops.object.hide_render_clear_all() # Hide the render object by setting the hide render flag bpy.ops.object.hide_render_set(unselected=False) # Reveal the object by setting the hide flag bpy.ops.object.hide_view_clear() # Hide the object by setting the hide flag bpy.ops.object.hide_view_set(unselected=False) # Hook selected vertices to a newly created object bpy.ops.object.hook_add_newob() # Hook selected vertices to the first selected object bpy.ops.object.hook_add_selob(use_bone=False) # Assign the selected vertices to a hook bpy.ops.object.hook_assign(modifier='') # Set hook center to cursor position bpy.ops.object.hook_recenter(modifier='') # Remove a hook from the active object bpy.ops.object.hook_remove(modifier='') # Recalculate and clear offset transformation bpy.ops.object.hook_reset(modifier='') # Select affected vertices on mesh bpy.ops.object.hook_select(modifier='') # Hide unselected render objects of same type as active by setting the hide render flag bpy.ops.object.isolate_type_render() # Join selected objects into active object bpy.ops.object.join() # Merge selected objects to shapes of active object bpy.ops.object.join_shapes() # Transfer UV Maps from active to selected objects (needs matching geometry) bpy.ops.object.join_uvs() # Add a lamp object to the scene bpy.ops.object.lamp_add(type='POINT', radius=1, view_align=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Bind mesh to system in laplacian deform modifier bpy.ops.object.laplaciandeform_bind(modifier="") # Clear the object's location bpy.ops.object.location_clear() # Add a level of detail to this object bpy.ops.object.lod_add() # Add levels of detail to this object based on object names bpy.ops.object.lod_by_name() # Remove all levels of detail from this object bpy.ops.object.lod_clear_all() # Generate levels of detail using the decimate modifier bpy.ops.object.lod_generate(count=3, target=0.1, package=False) # Remove a level of detail from this object bpy.ops.object.lod_remove(index=1) # Copy logic bricks to other selected objects bpy.ops.object.logic_bricks_copy() # Convert objects into dupli-face instanced bpy.ops.object.make_dupli_face() # Apply active object links to other selected objects bpy.ops.object.make_links_data(type='OBDATA') # Link selection to another scene bpy.ops.object.make_links_scene(scene='Scene') # Make library linked datablocks local to this file bpy.ops.object.make_local(type='SELECT_OBJECT') # Make linked data local to each object bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', object=False, obdata=False, material=False, texture=False, animation=False) # Add a new material slot bpy.ops.object.material_slot_add() # Assign active material slot to selection bpy.ops.object.material_slot_assign() # Copies materials to other selected objects bpy.ops.object.material_slot_copy() # Deselect by active material slot bpy.ops.object.material_slot_deselect() # Move the active material up/down in the list bpy.ops.object.material_slot_move(direction='UP') # Remove the selected material slot bpy.ops.object.material_slot_remove() # Select by active material slot bpy.ops.object.material_slot_select() # Bind mesh to cage in mesh deform modifier bpy.ops.object.meshdeform_bind(modifier="") # Add an metaball object to the scene bpy.ops.object.metaball_add(type='BALL', radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Sets the object interaction mode bpy.ops.object.mode_set(mode='OBJECT', toggle=False) # Add a modifier to the active object bpy.ops.object.modifier_add(type='SUBSURF') # Apply modifier and remove from the stack bpy.ops.object.modifier_apply(apply_as='DATA', modifier="") # Convert particles to a mesh object bpy.ops.object.modifier_convert(modifier="") # Duplicate modifier at the same position in the stack bpy.ops.object.modifier_copy(modifier="") # Move modifier down in the stack bpy.ops.object.modifier_move_down(modifier="") # Move modifier up in the stack bpy.ops.object.modifier_move_up(modifier="") # Remove a modifier from the active object bpy.ops.object.modifier_remove(modifier="") # Move the object to different layers bpy.ops.object.move_to_layer(layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Modify the base mesh to conform to the displaced mesh bpy.ops.object.multires_base_apply(modifier="") # Pack displacements from an external file bpy.ops.object.multires_external_pack() # Save displacements to an external file bpy.ops.object.multires_external_save(filepath="", 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_btx=True, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', modifier="") # Deletes the higher resolution mesh, potential loss of detail bpy.ops.object.multires_higher_levels_delete(modifier="") # Copy vertex coordinates from other object bpy.ops.object.multires_reshape(modifier="") # Add a new level of subdivision bpy.ops.object.multires_subdivide(modifier="") # Bake an image sequence of ocean data bpy.ops.object.ocean_bake(modifier="", free=False) # Clear the object's origin bpy.ops.object.origin_clear() # Set the object's origin, by either moving the data, or set to center of data, or use 3D cursor bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN', center='MEDIAN') # Clear the object's parenting bpy.ops.object.parent_clear(type='CLEAR') # Set the object's parenting without setting the inverse parent correction bpy.ops.object.parent_no_inverse_set() # Set the object's parenting bpy.ops.object.parent_set(type='OBJECT', xmirror=False, keep_transform=False) # Add a particle system bpy.ops.object.particle_system_add() # Remove the selected particle system bpy.ops.object.particle_system_remove() # Calculate motion paths for the selected objects bpy.ops.object.paths_calculate(start_frame=1, end_frame=250) # Clear path caches for all objects, hold Shift key for selected objects only bpy.ops.object.paths_clear(only_selected=False) # Recalculate paths for selected objects bpy.ops.object.paths_update() # Enable or disable posing/selecting bones bpy.ops.object.posemode_toggle() # Add empty object to become local replacement data of a library-linked object bpy.ops.object.proxy_make(object='DEFAULT') # bpy.ops.object.quick_explode(style='EXPLODE', amount=100, frame_duration=50, frame_start=1, frame_end=10, velocity=1, fade=True) # bpy.ops.object.quick_fluid(style='BASIC', initial_velocity=(0, 0, 0), show_flows=False, start_baking=False) # bpy.ops.object.quick_fur(density='MEDIUM', view_percentage=10, length=0.1) # bpy.ops.object.quick_smoke(style='SMOKE', show_flows=False) # Randomize objects loc/rot/scale bpy.ops.object.randomize_transform(random_seed=0, use_delta=False, use_loc=True, loc=(0, 0, 0), use_rot=True, rot=(0, 0, 0), use_scale=True, scale_even=False, scale=(1, 1, 1)) # Clear the object's rotation bpy.ops.object.rotation_clear() # Clear the object's scale bpy.ops.object.scale_clear() # Change selection of all visible objects in scene bpy.ops.object.select_all(action='TOGGLE') # Select all visible objects on a layer bpy.ops.object.select_by_layer(match='EXACT', extend=False, layers=1) # Select all visible objects that are of a type bpy.ops.object.select_by_type(extend=False, type='MESH') # Select the active camera bpy.ops.object.select_camera(extend=False) # Select all visible objects grouped by various properties bpy.ops.object.select_grouped(extend=False, type='CHILDREN_RECURSIVE') # Select object relative to the active object's position in the hierarchy bpy.ops.object.select_hierarchy(direction='PARENT', extend=False) # Deselect objects at the boundaries of parent/child relationships bpy.ops.object.select_less() # Select all visible objects that are linked bpy.ops.object.select_linked(extend=False, type='OBDATA') # Select the Mirror objects of the selected object eg. L.sword -> R.sword bpy.ops.object.select_mirror(extend=False) # Select connected parent/child objects bpy.ops.object.select_more() # Select objects matching a naming pattern bpy.ops.object.select_pattern(pattern="*", case_sensitive=False, extend=True) # Set select on random visible objects bpy.ops.object.select_random(percent=50, seed=0, action='SELECT') # Select object in the same group bpy.ops.object.select_same_group(group="") # Render and display faces uniform, using Face Normals bpy.ops.object.shade_flat() # Render and display faces smooth, using interpolated Vertex Normals bpy.ops.object.shade_smooth() # Add shape key to the object bpy.ops.object.shape_key_add(from_mix=True) # Clear weights for all shape keys bpy.ops.object.shape_key_clear() # Mirror the current shape key along the local X axis bpy.ops.object.shape_key_mirror(use_topology=False) # Move the active shape key up/down in the list bpy.ops.object.shape_key_move(type='TOP') # Remove shape key from the object bpy.ops.object.shape_key_remove(all=False) # Resets the timing for absolute shape keys bpy.ops.object.shape_key_retime() # Copy another selected objects active shape to this one by applying the relative offsets bpy.ops.object.shape_key_transfer(mode='OFFSET', use_clamp=False) # Create an armature that parallels the skin layout bpy.ops.object.skin_armature_create(modifier="") # Mark/clear selected vertices as loose bpy.ops.object.skin_loose_mark_clear(action='MARK') # Make skin radii of selected vertices equal on each axis bpy.ops.object.skin_radii_equalize() # Mark selected vertices as roots bpy.ops.object.skin_root_mark() # Clear the object's slow parent bpy.ops.object.slow_parent_clear() # Set the object's slow parent bpy.ops.object.slow_parent_set() # Add a speaker object to the scene bpy.ops.object.speaker_add(view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Sets a Subdivision Surface Level (1-5) bpy.ops.object.subdivision_set(level=1, relative=False) # Add a text object to the scene bpy.ops.object.text_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Clear tracking constraint or flag from object bpy.ops.object.track_clear(type='CLEAR') # Make the object track another object, using various methods/constraints bpy.ops.object.track_set(type='DAMPTRACK') # Apply the object's transformation to its data bpy.ops.object.transform_apply(location=False, rotation=False, scale=False) # bpy.ops.object.unlink_data() # Add a new vertex group to the active object bpy.ops.object.vertex_group_add() # Assign the selected vertices to the active vertex group bpy.ops.object.vertex_group_assign() # Assign the selected vertices to a new vertex group bpy.ops.object.vertex_group_assign_new() # Remove vertex group assignments which are not required bpy.ops.object.vertex_group_clean(group_select_mode='ACTIVE', limit=0, keep_single=False) # Make a copy of the active vertex group bpy.ops.object.vertex_group_copy() # Replace vertex groups of all users of the same geometry data by vertex groups of active object bpy.ops.object.vertex_group_copy_to_linked() # Replace vertex groups of selected objects by vertex groups of active object bpy.ops.object.vertex_group_copy_to_selected() # Deselect all selected vertices assigned to the active vertex group bpy.ops.object.vertex_group_deselect() # Modify the position of selected vertices by changing only their respective groups' weights (this tool may be slow for many vertices) bpy.ops.object.vertex_group_fix(dist=0, strength=1, accuracy=1) # Invert active vertex group's weights bpy.ops.object.vertex_group_invert(group_select_mode='ACTIVE', auto_assign=True, auto_remove=True) # Add some offset and multiply with some gain the weights of the active vertex group bpy.ops.object.vertex_group_levels(group_select_mode='ACTIVE', offset=0, gain=1) # Limit deform weights associated with a vertex to a specified number by removing lowest weights bpy.ops.object.vertex_group_limit_total(group_select_mode='ALL', limit=4) # Change the lock state of all vertex groups of active object bpy.ops.object.vertex_group_lock(action='TOGGLE') # Mirror vertex group, flip weights and/or names, editing only selected vertices, flipping when both sides are selected otherwise copy from unselected bpy.ops.object.vertex_group_mirror(mirror_weights=True, flip_group_names=True, all_groups=False, use_topology=False) # Move the active vertex group up/down in the list bpy.ops.object.vertex_group_move(direction='UP') # Normalize weights of the active vertex group, so that the highest ones are now 1.0 bpy.ops.object.vertex_group_normalize() # Normalize all weights of all vertex groups, so that for each vertex, the sum of all weights is 1.0 bpy.ops.object.vertex_group_normalize_all(group_select_mode='ALL', lock_active=True) # Set weights to a fixed number of steps bpy.ops.object.vertex_group_quantize(group_select_mode='ACTIVE', steps=4) # Delete the active or all vertex groups from the active object bpy.ops.object.vertex_group_remove(all=False) # Remove the selected vertices from active or all vertex group(s) bpy.ops.object.vertex_group_remove_from(use_all_groups=False, use_all_verts=False) # Select all the vertices assigned to the active vertex group bpy.ops.object.vertex_group_select() # Set the active vertex group bpy.ops.object.vertex_group_set_active(group='') # Smooth weights for selected vertices bpy.ops.object.vertex_group_smooth(group_select_mode='ACTIVE', factor=0.5, repeat=1, expand=0, source='ALL') # Sort vertex groups bpy.ops.object.vertex_group_sort(sort_type='NAME') # Parent selected objects to the selected vertices bpy.ops.object.vertex_parent_set() # Copy weights from active to selected bpy.ops.object.vertex_weight_copy() # Delete this weight from the vertex (disabled if vertex group is locked) bpy.ops.object.vertex_weight_delete(weight_group=-1) # Normalize active vertex's weights bpy.ops.object.vertex_weight_normalize_active_vertex() # Copy this group's weight to other selected verts (disabled if vertex group is locked) bpy.ops.object.vertex_weight_paste(weight_group=-1) # Set as active vertex group bpy.ops.object.vertex_weight_set_active(weight_group=-1) # Apply the object's visual transformation to its data bpy.ops.object.visual_transform_apply() # Change the active action used bpy.ops.outliner.action_set(action='') # bpy.ops.outliner.animdata_operation(type='CLEAR_ANIMDATA') # bpy.ops.outliner.constraint_operation(type='ENABLE') # bpy.ops.outliner.data_operation(type='SELECT') # Add drivers to selected items bpy.ops.outliner.drivers_add_selected() # Delete drivers assigned to selected items bpy.ops.outliner.drivers_delete_selected() # Expand/Collapse all items bpy.ops.outliner.expanded_toggle() # Link Object to Group in Outliner bpy.ops.outliner.group_link(object="Object") # bpy.ops.outliner.group_operation(type='UNLINK') # bpy.ops.outliner.id_operation(type='UNLINK') # Handle mouse clicks to activate/select items bpy.ops.outliner.item_activate(extend=True, recursive=False) # Toggle whether item under cursor is enabled or closed bpy.ops.outliner.item_openclose(all=True) # Rename item under cursor bpy.ops.outliner.item_rename() # Add selected items (blue-gray rows) to active Keying Set bpy.ops.outliner.keyingset_add_selected() # Remove selected items (blue-gray rows) from active Keying Set bpy.ops.outliner.keyingset_remove_selected() # Delete the library under cursor (needs a save/reload) bpy.ops.outliner.lib_delete() # bpy.ops.outliner.lib_operation(type='RENAME') # Drag material to object in Outliner bpy.ops.outliner.material_drop(object="Object", material="Material") # bpy.ops.outliner.modifier_operation(type='TOGVIS') # bpy.ops.outliner.object_operation(type='SELECT') # Context menu for item operations bpy.ops.outliner.operation() # Clear all orphaned datablocks without any users from the file (cannot be undone) bpy.ops.outliner.orphans_purge() # Drag to clear parent in Outliner bpy.ops.outliner.parent_clear(dragged_obj="Object", type='CLEAR') # Drag to parent in Outliner bpy.ops.outliner.parent_drop(child="Object", parent="Object", type='OBJECT') # Toggle the renderability of selected items bpy.ops.outliner.renderability_toggle() # Drag object to scene in Outliner bpy.ops.outliner.scene_drop(object="Object", scene="Scene") # Context menu for scene operations bpy.ops.outliner.scene_operation(type='DELETE') # Scroll page up or down bpy.ops.outliner.scroll_page(up=False) # Use box selection to select tree elements bpy.ops.outliner.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0) # Toggle the selectability bpy.ops.outliner.selectability_toggle() # Toggle the Outliner selection of items bpy.ops.outliner.selected_toggle() # Open up the tree and adjust the view so that the active Object is shown centered bpy.ops.outliner.show_active() # Open all object entries and close all others bpy.ops.outliner.show_hierarchy() # Expand/collapse all entries by one level bpy.ops.outliner.show_one_level(open=True) # Toggle the visibility of selected items bpy.ops.outliner.visibility_toggle() # Add cube map uvs on mesh bpy.ops.paint.add_simple_uvs() # Add a texture paint slot bpy.ops.paint.add_texture_paint_slot(type='DIFFUSE_COLOR', name="Untitled", width=1024, height=1024, color=(0, 0, 0, 1), alpha=True, generated_type='BLANK', float=False) # Toggle foreground and background brush colors bpy.ops.paint.brush_colors_flip() # Select a paint mode's brush by tool type bpy.ops.paint.brush_select(paint_mode='ACTIVE', sculpt_tool='BLOB', vertex_paint_tool='MIX', weight_paint_tool='MIX', texture_paint_tool='DRAW', toggle=False, create_missing=False) # Delete selected texture paint slot bpy.ops.paint.delete_texture_paint_slot() # Change selection for all faces bpy.ops.paint.face_select_all(action='TOGGLE') # Hide selected faces bpy.ops.paint.face_select_hide(unselected=False) # Select linked faces bpy.ops.paint.face_select_linked() # Select linked faces under the cursor bpy.ops.paint.face_select_linked_pick(deselect=False) # Reveal hidden faces bpy.ops.paint.face_select_reveal(unselected=False) # Move the clone source image bpy.ops.paint.grab_clone(delta=(0, 0)) # Hide/show some vertices bpy.ops.paint.hide_show(action='HIDE', area='INSIDE', xmin=0, xmax=0, ymin=0, ymax=0) # Make an image from the current 3D view for re-projection bpy.ops.paint.image_from_view(filepath="") # Paint a stroke into the image bpy.ops.paint.image_paint(stroke=[], mode='NORMAL') # Fill the whole mask with a given value, or invert its values bpy.ops.paint.mask_flood_fill(mode='VALUE', value=0) # Add mask within the lasso as you move the brush bpy.ops.paint.mask_lasso_gesture(path=[], mode='VALUE', value=1) # Project an edited render from the active camera back onto the object bpy.ops.paint.project_image(image='Render Result') # Use the mouse to sample a color in the image bpy.ops.paint.sample_color(location=(0, 0), merged=False, palette=False) # Toggle texture paint mode in 3D view bpy.ops.paint.texture_paint_toggle() # Change selection for all vertices bpy.ops.paint.vert_select_all(action='TOGGLE') # Select vertices without a group bpy.ops.paint.vert_select_ungrouped(extend=False) # bpy.ops.paint.vertex_color_dirt(blur_strength=1, blur_iterations=1, clean_angle=3.14159, dirt_angle=0, dirt_only=False) # Fill the active vertex color layer with the current paint color bpy.ops.paint.vertex_color_set() # Smooth colors across vertices bpy.ops.paint.vertex_color_smooth() # Paint a stroke in the active vertex color layer bpy.ops.paint.vertex_paint(stroke=[], mode='NORMAL') # Toggle the vertex paint mode in 3D view bpy.ops.paint.vertex_paint_toggle() # Set the weights of the groups matching the attached armature's selected bones, using the distance between the vertices and the bones bpy.ops.paint.weight_from_bones(type='AUTOMATIC') # Draw a line to apply a weight gradient to selected vertices bpy.ops.paint.weight_gradient(type='LINEAR', xstart=0, xend=0, ystart=0, yend=0, cursor=1002) # Paint a stroke in the current vertex group's weights bpy.ops.paint.weight_paint(stroke=[], mode='NORMAL') # Toggle weight paint mode in 3D view bpy.ops.paint.weight_paint_toggle() # Use the mouse to sample a weight in the 3D view bpy.ops.paint.weight_sample() # Select one of the vertex groups available under current mouse position bpy.ops.paint.weight_sample_group(group='') # Fill the active vertex group with the current paint weight bpy.ops.paint.weight_set() # Add New Paint Curve Point bpy.ops.paintcurve.add_point(location=(0, 0)) # Add new curve point and slide it bpy.ops.paintcurve.add_point_slide(PAINTCURVE_OT_add_point={"location":(0, 0)}, PAINTCURVE_OT_slide={"align":False, "select":True}) # Place cursor bpy.ops.paintcurve.cursor() # Remove Paint Curve Point bpy.ops.paintcurve.delete_point() # Draw curve bpy.ops.paintcurve.draw() # Add new paint curve bpy.ops.paintcurve.new() # Select a paint curve point bpy.ops.paintcurve.select(location=(0, 0), toggle=False, extend=False) # Select and slide paint curve point bpy.ops.paintcurve.slide(align=False, select=True) # Add new color to active palette bpy.ops.palette.color_add() # Remove active color from palette bpy.ops.palette.color_delete() # Add new palette bpy.ops.palette.new() # Apply a stroke of brush to the particles bpy.ops.particle.brush_edit(stroke=[]) # Connect hair to the emitter mesh bpy.ops.particle.connect_hair(all=False) # Copy particle systems from the active object to selected objects bpy.ops.particle.copy_particle_systems(space='OBJECT', remove_target_particles=True, use_active=False) # Delete selected particles or keys bpy.ops.particle.delete(type='PARTICLE') # Disconnect hair from the emitter mesh bpy.ops.particle.disconnect_hair(all=False) # Duplicate the current dupliobject bpy.ops.particle.dupliob_copy() # Move dupli object down in the list bpy.ops.particle.dupliob_move_down() # Move dupli object up in the list bpy.ops.particle.dupliob_move_up() # Remove the selected dupliobject bpy.ops.particle.dupliob_remove() # Undo all edition performed on the particle system bpy.ops.particle.edited_clear() # Add or remove a Hair Dynamics Preset bpy.ops.particle.hair_dynamics_preset_add(name="", remove_active=False) # Hide selected particles bpy.ops.particle.hide(unselected=False) # Duplicate and mirror the selected particles along the local X axis bpy.ops.particle.mirror() # Add new particle settings bpy.ops.particle.new() # Add a new particle target bpy.ops.particle.new_target() # Toggle particle edit mode bpy.ops.particle.particle_edit_toggle() # Change the number of keys of selected particles (root and tip keys included) bpy.ops.particle.rekey(keys_number=2) # Remove selected particles close enough of others bpy.ops.particle.remove_doubles(threshold=0.0002) # Show hidden particles bpy.ops.particle.reveal() # (De)select all particles' keys bpy.ops.particle.select_all(action='TOGGLE') # Deselect boundary selected keys of each particle bpy.ops.particle.select_less() # Select nearest particle from mouse pointer bpy.ops.particle.select_linked(deselect=False, location=(0, 0)) # Select keys linked to boundary selected keys of each particle bpy.ops.particle.select_more() # Select a randomly distributed set of hair or points bpy.ops.particle.select_random(percent=50, seed=0, action='SELECT', type='HAIR') # Select roots of all visible particles bpy.ops.particle.select_roots(action='SELECT') # Select tips of all visible particles bpy.ops.particle.select_tips(action='SELECT') # Cut hair to conform to the set shape object bpy.ops.particle.shape_cut() # Subdivide selected particles segments (adds keys) bpy.ops.particle.subdivide() # Move particle target down in the list bpy.ops.particle.target_move_down() # Move particle target up in the list bpy.ops.particle.target_move_up() # Remove the selected particle target bpy.ops.particle.target_remove() # Set the weight of selected keys bpy.ops.particle.weight_set(factor=1) # Apply the current pose as the new rest pose bpy.ops.pose.armature_apply() # Automatically renames the selected bones according to which side of the target axis they fall on bpy.ops.pose.autoside_names(axis='XAXIS') # Change the layers that the selected bones belong to bpy.ops.pose.bone_layers(layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Create a suitable breakdown pose on the current frame bpy.ops.pose.breakdown(prev_frame=0, next_frame=0, percentage=0.5) # Add a constraint to the active bone bpy.ops.pose.constraint_add(type='') # Add a constraint to the active bone, with target (where applicable) set to the selected Objects/Bones bpy.ops.pose.constraint_add_with_targets(type='') # Clear all the constraints for the selected bones bpy.ops.pose.constraints_clear() # Copy constraints to other selected bones bpy.ops.pose.constraints_copy() # Copies the current pose of the selected bones to copy/paste buffer bpy.ops.pose.copy() # Flips (and corrects) the axis suffixes of the names of selected bones bpy.ops.pose.flip_names() # Add a new bone group bpy.ops.pose.group_add() # Add selected bones to the chosen bone group bpy.ops.pose.group_assign(type=0) # Deselect bones of active Bone Group bpy.ops.pose.group_deselect() # Change position of active Bone Group in list of Bone Groups bpy.ops.pose.group_move(direction='UP') # Remove the active bone group bpy.ops.pose.group_remove() # Select bones in active Bone Group bpy.ops.pose.group_select() # Sort Bone Groups by their names in ascending order bpy.ops.pose.group_sort() # Remove selected bones from all bone groups bpy.ops.pose.group_unassign() # Tag selected bones to not be visible in Pose Mode bpy.ops.pose.hide(unselected=False) # Add IK Constraint to the active Bone bpy.ops.pose.ik_add(with_targets=True) # Remove all IK Constraints from selected bones bpy.ops.pose.ik_clear() # Reset locations of selected bones to their default values bpy.ops.pose.loc_clear() # Paste the stored pose on to the current pose bpy.ops.pose.paste(flipped=False, selected_mask=False) # Calculate paths for the selected bones bpy.ops.pose.paths_calculate(start_frame=1, end_frame=250, bake_location='TAILS') # Clear path caches for all bones, hold Shift key for selected bones only bpy.ops.pose.paths_clear(only_selected=False) # Recalculate paths for bones that already have them bpy.ops.pose.paths_update() # Copy selected aspects of the current pose to subsequent poses already keyframed bpy.ops.pose.propagate(mode='WHILE_HELD', end_frame=250) # Exaggerate the current pose bpy.ops.pose.push(prev_frame=0, next_frame=0, percentage=0.5) # Flip quaternion values to achieve desired rotations, while maintaining the same orientations bpy.ops.pose.quaternions_flip() # Make the current pose more similar to its surrounding ones bpy.ops.pose.relax(prev_frame=0, next_frame=0, percentage=0.5) # Unhide all bones that have been tagged to be hidden in Pose Mode bpy.ops.pose.reveal() # Reset rotations of selected bones to their default values bpy.ops.pose.rot_clear() # Set the rotation representation used by selected bones bpy.ops.pose.rotation_mode_set(type='QUATERNION') # Reset scaling of selected bones to their default values bpy.ops.pose.scale_clear() # Toggle selection status of all bones bpy.ops.pose.select_all(action='TOGGLE') # Select bones used as targets for the currently selected bones bpy.ops.pose.select_constraint_target() # Select all visible bones grouped by similar properties bpy.ops.pose.select_grouped(extend=False, type='LAYER') # Select immediate parent/children of selected bones bpy.ops.pose.select_hierarchy(direction='PARENT', extend=False) # Select bones related to selected ones by parent/child relationships bpy.ops.pose.select_linked(extend=False) # Mirror the bone selection bpy.ops.pose.select_mirror(only_active=False, extend=False) # Select bones that are parents of the currently selected bones bpy.ops.pose.select_parent() # Reset location, rotation, and scaling of selected bones to their default values bpy.ops.pose.transforms_clear() # Reset pose on selected bones to keyframed state bpy.ops.pose.user_transforms_clear(only_selected=True) # Apply final constrained position of pose bones to their transform bpy.ops.pose.visual_transform_apply() # Make action suitable for use as a Pose Library bpy.ops.poselib.action_sanitize() # Apply specified Pose Library pose to the rig bpy.ops.poselib.apply_pose(pose_index=-1) # Interactively browse poses in 3D-View bpy.ops.poselib.browse_interactive(pose_index=-1) # Add New Pose Library to active Object bpy.ops.poselib.new() # Add the current Pose to the active Pose Library bpy.ops.poselib.pose_add(frame=1, name="Pose") # Remove nth pose from the active Pose Library bpy.ops.poselib.pose_remove(pose='') # Rename specified pose from the active Pose Library bpy.ops.poselib.pose_rename(name="RenamedPose", pose='') # Remove Pose Library from active Object bpy.ops.poselib.unlink() # Add new cache bpy.ops.ptcache.add() # Bake physics bpy.ops.ptcache.bake(bake=False) # Bake all physics bpy.ops.ptcache.bake_all(bake=True) # Bake from cache bpy.ops.ptcache.bake_from_cache() # Free physics bake bpy.ops.ptcache.free_bake() # Free all baked caches of all objects in the current scene bpy.ops.ptcache.free_bake_all() # Delete current cache bpy.ops.ptcache.remove() # Add an Integrator Preset bpy.ops.render.cycles_integrator_preset_add(name="", remove_active=False) # Add a Sampling Preset bpy.ops.render.cycles_sampling_preset_add(name="", remove_active=False) # OpenGL render active viewport bpy.ops.render.opengl(animation=False, sequencer=False, write_still=False, view_context=True) # Play back rendered frames/movies using an external player bpy.ops.render.play_rendered_anim() # Add or remove a Render Preset bpy.ops.render.preset_add(name="", remove_active=False) # Render active scene bpy.ops.render.render(animation=False, write_still=False, use_viewport=False, layer="", scene="") # Set shutter curve bpy.ops.render.shutter_curve_preset(shape='SMOOTH') # Cancel show render view bpy.ops.render.view_cancel() # Toggle show render view bpy.ops.render.view_show() # Bake rigid body transformations of selected objects to keyframes bpy.ops.rigidbody.bake_to_keyframes(frame_start=1, frame_end=250, step=1) # Create rigid body constraints between selected rigid bodies bpy.ops.rigidbody.connect(con_type='FIXED', pivot_type='CENTER', connection_pattern='SELECTED_TO_ACTIVE') # Add Rigid Body Constraint to active object bpy.ops.rigidbody.constraint_add(type='FIXED') # Remove Rigid Body Constraint from Object bpy.ops.rigidbody.constraint_remove() # Automatically calculate mass values for Rigid Body Objects based on volume bpy.ops.rigidbody.mass_calculate(material='Air', density=1) # Add active object as Rigid Body bpy.ops.rigidbody.object_add(type='ACTIVE') # Remove Rigid Body settings from Object bpy.ops.rigidbody.object_remove() # Copy Rigid Body settings from active object to selected bpy.ops.rigidbody.object_settings_copy() # Add selected objects as Rigid Bodies bpy.ops.rigidbody.objects_add(type='ACTIVE') # Remove selected objects from Rigid Body simulation bpy.ops.rigidbody.objects_remove() # Change collision shapes for selected Rigid Body Objects bpy.ops.rigidbody.shape_change(type='MESH') # Add Rigid Body simulation world to the current scene bpy.ops.rigidbody.world_add() # Remove Rigid Body simulation world from the current scene bpy.ops.rigidbody.world_remove() # Add or remove a Safe Areas Preset bpy.ops.safe_areas.preset_add(name="", remove_active=False) # Delete active scene bpy.ops.scene.delete() # Add the data paths to the Freestyle Edge Mark property of selected edges to the active keying set bpy.ops.scene.freestyle_add_edge_marks_to_keying_set() # Add the data paths to the Freestyle Face Mark property of selected polygons to the active keying set bpy.ops.scene.freestyle_add_face_marks_to_keying_set() # Add an alpha transparency modifier to the line style associated with the active lineset bpy.ops.scene.freestyle_alpha_modifier_add(type='ALONG_STROKE') # Add a line color modifier to the line style associated with the active lineset bpy.ops.scene.freestyle_color_modifier_add(type='ALONG_STROKE') # Fill the Range Min/Max entries by the min/max distance between selected mesh objects and the source object bpy.ops.scene.freestyle_fill_range_by_selection(type='COLOR', name="") # Add a stroke geometry modifier to the line style associated with the active lineset bpy.ops.scene.freestyle_geometry_modifier_add(type='2D_OFFSET') # Add a line set into the list of line sets bpy.ops.scene.freestyle_lineset_add() # Copy the active line set to a buffer bpy.ops.scene.freestyle_lineset_copy() # Change the position of the active line set within the list of line sets bpy.ops.scene.freestyle_lineset_move(direction='UP') # Paste the buffer content to the active line set bpy.ops.scene.freestyle_lineset_paste() # Remove the active line set from the list of line sets bpy.ops.scene.freestyle_lineset_remove() # Create a new line style, reusable by multiple line sets bpy.ops.scene.freestyle_linestyle_new() # Duplicate the modifier within the list of modifiers bpy.ops.scene.freestyle_modifier_copy() # Move the modifier within the list of modifiers bpy.ops.scene.freestyle_modifier_move(direction='UP') # Remove the modifier from the list of modifiers bpy.ops.scene.freestyle_modifier_remove() # Add a style module into the list of modules bpy.ops.scene.freestyle_module_add() # Change the position of the style module within in the list of style modules bpy.ops.scene.freestyle_module_move(direction='UP') # Open a style module file bpy.ops.scene.freestyle_module_open(filepath="", make_internal=True) # Remove the style module from the stack bpy.ops.scene.freestyle_module_remove() # Create Freestyle stroke material for testing bpy.ops.scene.freestyle_stroke_material_create() # Add a line thickness modifier to the line style associated with the active lineset bpy.ops.scene.freestyle_thickness_modifier_add(type='ALONG_STROKE') # Add new scene by type bpy.ops.scene.new(type='NEW') # Add a render layer bpy.ops.scene.render_layer_add() # Remove the selected render layer bpy.ops.scene.render_layer_remove() # Add a render view bpy.ops.scene.render_view_add() # Remove the selected render view bpy.ops.scene.render_view_remove() # Handle area action zones for mouse actions/gestures bpy.ops.screen.actionzone(modifier=0) # Cancel animation, returning to the original frame bpy.ops.screen.animation_cancel(restore_frame=True) # Play animation bpy.ops.screen.animation_play(reverse=False, sync=False) # Step through animation by position bpy.ops.screen.animation_step() # Duplicate selected area into new window bpy.ops.screen.area_dupli() # Join selected areas into new window bpy.ops.screen.area_join(min_x=-100, min_y=-100, max_x=-100, max_y=-100) # Move selected area edges bpy.ops.screen.area_move(x=0, y=0, delta=0) # Operations for splitting and merging bpy.ops.screen.area_options() # Split selected area into new windows bpy.ops.screen.area_split(direction='HORIZONTAL', factor=0.5, mouse_x=-100, mouse_y=-100) # Swap selected areas screen positions bpy.ops.screen.area_swap() # Revert back to the original screen layout, before fullscreen area overlay bpy.ops.screen.back_to_previous() # Delete active screen bpy.ops.screen.delete() # Jump to first/last frame in frame range bpy.ops.screen.frame_jump(end=False) # Move current frame forward/backward by a given number bpy.ops.screen.frame_offset(delta=0) # Toggle header display bpy.ops.screen.header() # Toggle the header over/below the main window area bpy.ops.screen.header_flip() # Expand or collapse the header pulldown menus bpy.ops.screen.header_toggle_menus() # Display header region toolbox bpy.ops.screen.header_toolbox() # Jump to previous/next keyframe bpy.ops.screen.keyframe_jump(next=True) # Jump to previous/next marker bpy.ops.screen.marker_jump(next=True) # Add a new screen bpy.ops.screen.new() # Display menu for last action performed bpy.ops.screen.redo_last() # Blend in and out overlapping region bpy.ops.screen.region_blend() # Toggle the region's alignment (left/right or top/bottom) bpy.ops.screen.region_flip() # Split selected area into camera, front, right & top views bpy.ops.screen.region_quadview() # Scale selected area bpy.ops.screen.region_scale() # Display menu for previous actions performed bpy.ops.screen.repeat_history(index=0) # Repeat last action bpy.ops.screen.repeat_last() # Toggle display selected area as fullscreen/maximized bpy.ops.screen.screen_full_area(use_hide_panels=False) # Cycle through available screens bpy.ops.screen.screen_set(delta=0) # Capture a video of the active area or whole Blender window bpy.ops.screen.screencast(filepath="", full=True) # Capture a picture of the active area or whole Blender window bpy.ops.screen.screenshot(filepath="", check_existing=True, filter_blender=False, filter_backup=False, filter_image=True, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', full=True) # Remove unused settings for invisible editors bpy.ops.screen.spacedata_cleanup() # Show user preferences bpy.ops.screen.userpref_show() # Ignore autoexec warning bpy.ops.script.autoexec_warn_clear() # Execute a preset bpy.ops.script.execute_preset(filepath="", menu_idname="") # Run Python file bpy.ops.script.python_file_run(filepath="") # Reload Scripts bpy.ops.script.reload() # Sculpt a stroke into the geometry bpy.ops.sculpt.brush_stroke(stroke=[], mode='NORMAL', ignore_background_click=False) # Flood fill the mesh with the selected detail setting bpy.ops.sculpt.detail_flood_fill() # Dynamic topology alters the mesh topology while sculpting bpy.ops.sculpt.dynamic_topology_toggle() # Recalculate the sculpt BVH to improve performance bpy.ops.sculpt.optimize() # Sample the mesh detail on clicked point bpy.ops.sculpt.sample_detail_size(location=(0, 0)) # Toggle sculpt mode in 3D view bpy.ops.sculpt.sculptmode_toggle() # Set the mesh detail (either relative or constant one, depending on current dyntopo mode) bpy.ops.sculpt.set_detail_size() # Reset the copy of the mesh that is being sculpted on bpy.ops.sculpt.set_persistent_base() # Symmetrize the topology modifications bpy.ops.sculpt.symmetrize() # Sculpt UVs using a brush bpy.ops.sculpt.uv_sculpt_stroke(mode='NORMAL') # bpy.ops.sequencer.change_effect_input(swap='A_B') # bpy.ops.sequencer.change_effect_type(type='CROSS') # bpy.ops.sequencer.change_path(filepath="", directory="", files=[], 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_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', use_placeholders=False) # bpy.ops.sequencer.copy() # Do cross-fading volume animation of two selected sound strips bpy.ops.sequencer.crossfade_sounds() # Cut the selected strips bpy.ops.sequencer.cut(frame=0, type='SOFT', side='BOTH') # Cut multi-cam strip and select camera bpy.ops.sequencer.cut_multicam(camera=1) # Deinterlace all selected movie sources bpy.ops.sequencer.deinterlace_selected_movies() # Erase selected strips from the sequencer bpy.ops.sequencer.delete() # Duplicate the selected strips bpy.ops.sequencer.duplicate(mode='TRANSLATION') # Duplicate selected strips and move them bpy.ops.sequencer.duplicate_move(SEQUENCER_OT_duplicate={"mode":'TRANSLATION'}, TRANSFORM_OT_seq_slide={"value":(0, 0), "snap":False, "snap_target":'CLOSEST', "snap_point":(0, 0, 0), "snap_align":False, "snap_normal":(0, 0, 0), "release_confirm":False}) # Add an effect to the sequencer, most are applied on top of existing strips bpy.ops.sequencer.effect_strip_add(filepath="", 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_btx=False, filter_collada=False, filter_folder=False, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', frame_start=0, frame_end=0, channel=1, replace_sel=True, overlap=False, type='CROSS', color=(0, 0, 0)) # Enable selected proxies on all selected Movie strips bpy.ops.sequencer.enable_proxies(proxy_25=False, proxy_50=False, proxy_75=False, proxy_100=False, override=False) # Export .srt file containing text strips bpy.ops.sequencer.export_subtitles(filepath="", 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_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=8, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Insert gap at current frame to first strips at the right, independent of selection or locked state of strips bpy.ops.sequencer.gap_insert(frames=10) # Remove gap at current frame to first strip at the right, independent of selection or locked state of strips bpy.ops.sequencer.gap_remove(all=False) # Add an image or image sequence to the sequencer bpy.ops.sequencer.image_strip_add(directory="", files=[], filter_blender=False, filter_backup=False, filter_image=True, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', frame_start=0, frame_end=0, channel=1, replace_sel=True, overlap=False, use_placeholders=False) # On image sequence strips, it returns a strip for each image bpy.ops.sequencer.images_separate(length=1) # Lock the active strip so that it can't be transformed bpy.ops.sequencer.lock() # Add a mask strip to the sequencer bpy.ops.sequencer.mask_strip_add(frame_start=0, channel=1, replace_sel=True, overlap=False, mask='') # Group selected strips into a metastrip bpy.ops.sequencer.meta_make() # Put the contents of a metastrip back in the sequencer bpy.ops.sequencer.meta_separate() # Toggle a metastrip (to edit enclosed strips) bpy.ops.sequencer.meta_toggle() # Add a movie strip to the sequencer bpy.ops.sequencer.movie_strip_add(filepath="", files=[], filter_blender=False, filter_backup=False, filter_image=False, filter_movie=True, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', frame_start=0, channel=1, replace_sel=True, overlap=False, sound=True, use_framerate=True) # Add a movieclip strip to the sequencer bpy.ops.sequencer.movieclip_strip_add(frame_start=0, channel=1, replace_sel=True, overlap=False, clip='') # Mute (un)selected strips bpy.ops.sequencer.mute(unselected=False) # Clear strip offsets from the start and end frames bpy.ops.sequencer.offset_clear() # bpy.ops.sequencer.paste() # Open sequencer properties panel bpy.ops.sequencer.properties() # Reassign the inputs for the effect strip bpy.ops.sequencer.reassign_inputs() # Rebuild all selected proxies and timecode indices using the job system bpy.ops.sequencer.rebuild_proxy() # Refresh the sequencer editor bpy.ops.sequencer.refresh_all() # Reload strips in the sequencer bpy.ops.sequencer.reload(adjust_length=False) # Set render size and aspect from active sequence bpy.ops.sequencer.rendersize() # Use mouse to sample color in current frame bpy.ops.sequencer.sample() # Add a strip to the sequencer using a blender scene as a source bpy.ops.sequencer.scene_strip_add(frame_start=0, channel=1, replace_sel=True, overlap=False, scene='Scene') # Select a strip (last selected becomes the "active strip") bpy.ops.sequencer.select(extend=False, linked_handle=False, left_right='NONE', linked_time=False) # Select strips on the nominated side of the active strip bpy.ops.sequencer.select_active_side(side='BOTH') # Select or deselect all strips bpy.ops.sequencer.select_all(action='TOGGLE') # Select strips using border selection bpy.ops.sequencer.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Select all strips grouped by various properties bpy.ops.sequencer.select_grouped(extend=False, type='TYPE') # Select manipulator handles on the sides of the selected strip bpy.ops.sequencer.select_handles(side='BOTH') # Shrink the current selection of adjacent selected strips bpy.ops.sequencer.select_less() # Select all strips adjacent to the current selection bpy.ops.sequencer.select_linked() # Select a chain of linked strips nearest to the mouse pointer bpy.ops.sequencer.select_linked_pick(extend=False) # Select more strips adjacent to the current selection bpy.ops.sequencer.select_more() # Trim the contents of the active strip bpy.ops.sequencer.slip(offset=0) # Frame where selected strips will be snapped bpy.ops.sequencer.snap(frame=0) # Add a sound strip to the sequencer bpy.ops.sequencer.sound_strip_add(filepath="", files=[], filter_blender=False, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=True, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', frame_start=0, channel=1, replace_sel=True, overlap=False, cache=False, mono=False) # Move frame to previous edit point bpy.ops.sequencer.strip_jump(next=True, center=True) # Add a modifier to the strip bpy.ops.sequencer.strip_modifier_add(type='COLOR_BALANCE') # Copy modifiers of the active strip to all selected strips bpy.ops.sequencer.strip_modifier_copy(type='REPLACE') # Move modifier up and down in the stack bpy.ops.sequencer.strip_modifier_move(name="Name", direction='UP') # Remove a modifier from the strip bpy.ops.sequencer.strip_modifier_remove(name="Name") # Swap active strip with strip to the right or left bpy.ops.sequencer.swap(side='RIGHT') # Swap 2 sequencer strips bpy.ops.sequencer.swap_data() # Swap the first two inputs for the effect strip bpy.ops.sequencer.swap_inputs() # Unlock the active strip so that it can't be transformed bpy.ops.sequencer.unlock() # Unmute (un)selected strips bpy.ops.sequencer.unmute(unselected=False) # View all the strips in the sequencer bpy.ops.sequencer.view_all() # Zoom preview to fit in the area bpy.ops.sequencer.view_all_preview() # Set the boundaries of the border used for offset-view bpy.ops.sequencer.view_ghost_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0) # Zoom the sequencer on the selected strips bpy.ops.sequencer.view_selected() # Toggle between sequencer views (sequence, preview, both) bpy.ops.sequencer.view_toggle() # Change zoom ratio of sequencer preview bpy.ops.sequencer.view_zoom_ratio(ratio=1) # Cancel the current sketch stroke bpy.ops.sketch.cancel_stroke() # Convert the selected sketch strokes to bone chains bpy.ops.sketch.convert() # Delete a sketch stroke bpy.ops.sketch.delete() # Draw preview of current sketch stroke (internal use) bpy.ops.sketch.draw_preview(snap=False) # Start to draw a sketch stroke bpy.ops.sketch.draw_stroke(snap=False) # End and keep the current sketch stroke bpy.ops.sketch.finish_stroke() # Start to draw a gesture stroke bpy.ops.sketch.gesture(snap=False) # Select a sketch stroke bpy.ops.sketch.select() # Update the audio animation cache bpy.ops.sound.bake_animation() # Mixes the scene's audio to a sound file bpy.ops.sound.mixdown(filepath="", check_existing=True, filter_blender=False, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=True, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', accuracy=1024, container='FLAC', codec='FLAC', format='S16', bitrate=192, split_channels=False) # Load a sound file bpy.ops.sound.open(filepath="", filter_blender=False, filter_backup=False, filter_image=False, filter_movie=True, filter_python=False, filter_font=False, filter_sound=True, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', cache=False, mono=False) # Load a sound file as mono bpy.ops.sound.open_mono(filepath="", filter_blender=False, filter_backup=False, filter_image=False, filter_movie=True, filter_python=False, filter_font=False, filter_sound=True, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', cache=False, mono=True) # Pack the sound into the current blend file bpy.ops.sound.pack() # Unpack the sound to the samples filename bpy.ops.sound.unpack(method='USE_LOCAL', id="") # Update animation flags bpy.ops.sound.update_animation_flags() # Construct a Nurbs surface Circle bpy.ops.surface.primitive_nurbs_surface_circle_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a Nurbs surface Curve bpy.ops.surface.primitive_nurbs_surface_curve_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a Nurbs surface Cylinder bpy.ops.surface.primitive_nurbs_surface_cylinder_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a Nurbs surface Sphere bpy.ops.surface.primitive_nurbs_surface_sphere_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a Nurbs surface Patch bpy.ops.surface.primitive_nurbs_surface_surface_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Construct a Nurbs surface Torus bpy.ops.surface.primitive_nurbs_surface_torus_add(radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)) # Show a list of used text in the open document bpy.ops.text.autocomplete() # Convert selected text to comment bpy.ops.text.comment() # Convert whitespaces by type bpy.ops.text.convert_whitespace(type='SPACES') # Copy selected text to clipboard bpy.ops.text.copy() # Set cursor position bpy.ops.text.cursor_set(x=0, y=0) # Cut selected text to clipboard bpy.ops.text.cut() # Delete text by cursor position bpy.ops.text.delete(type='NEXT_CHARACTER') # Duplicate the current line bpy.ops.text.duplicate_line() # Find specified text bpy.ops.text.find() # Find specified text and set as selected bpy.ops.text.find_set_selected() # Indent selected text bpy.ops.text.indent() # Insert text at cursor position bpy.ops.text.insert(text="") # Jump cursor to line bpy.ops.text.jump(line=1) # Insert line break at cursor position bpy.ops.text.line_break() # The current line number bpy.ops.text.line_number() # Make active text file internal bpy.ops.text.make_internal() # Move cursor to position type bpy.ops.text.move(type='LINE_BEGIN') # Move the currently selected line(s) up/down bpy.ops.text.move_lines(direction='DOWN') # Move the cursor while selecting bpy.ops.text.move_select(type='LINE_BEGIN') # Create a new text data block bpy.ops.text.new() # Open a new text data block bpy.ops.text.open(filepath="", filter_blender=False, filter_backup=False, filter_image=False, filter_movie=False, filter_python=True, filter_font=False, filter_sound=False, filter_text=True, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', internal=False) # Toggle overwrite while typing bpy.ops.text.overwrite_toggle() # Paste text from clipboard bpy.ops.text.paste(selection=False) # Toggle text properties panel bpy.ops.text.properties() # Refresh all pyconstraints bpy.ops.text.refresh_pyconstraints() # Reload active text data block from its file bpy.ops.text.reload() # Replace text with the specified text bpy.ops.text.replace() # Replace text with specified text and set as selected bpy.ops.text.replace_set_selected() # When external text is out of sync, resolve the conflict bpy.ops.text.resolve_conflict(resolution='IGNORE') # Run active script bpy.ops.text.run_script() # Save active text data block bpy.ops.text.save() # Save active text file with options bpy.ops.text.save_as(filepath="", check_existing=True, filter_blender=False, filter_backup=False, filter_image=False, filter_movie=False, filter_python=True, filter_font=False, filter_sound=False, filter_text=True, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # bpy.ops.text.scroll(lines=1) # bpy.ops.text.scroll_bar(lines=1) # Select all text bpy.ops.text.select_all() # Select text by line bpy.ops.text.select_line() # Select word under cursor bpy.ops.text.select_word() # Set cursor selection bpy.ops.text.selection_set(select=False) # Start searching text bpy.ops.text.start_find() # Create 3D text object from active text data block bpy.ops.text.to_3d_object(split_lines=False) # Convert selected comment to text bpy.ops.text.uncomment() # Unindent selected text bpy.ops.text.unindent() # Unlink active text data block bpy.ops.text.unlink() # Discard the environment map and free it from memory bpy.ops.texture.envmap_clear() # Discard all environment maps in the .blend file and free them from memory bpy.ops.texture.envmap_clear_all() # Save the current generated Environment map to an image file bpy.ops.texture.envmap_save(layout=(0, 0, 1, 0, 2, 0, 0, 1, 1, 1, 2, 1), filepath="", check_existing=True, filter_blender=False, filter_backup=False, filter_image=True, filter_movie=True, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Add a new texture bpy.ops.texture.new() # Copy the material texture settings and nodes bpy.ops.texture.slot_copy() # Move texture slots up and down bpy.ops.texture.slot_move(type='UP') # Copy the texture settings and nodes bpy.ops.texture.slot_paste() # Set the end frame bpy.ops.time.end_frame_set() # Set the start frame bpy.ops.time.start_frame_set() # Show the entire playable frame range bpy.ops.time.view_all() # Bend selected items between the 3D cursor and the mouse bpy.ops.transform.bend(value=(0,), mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), gpencil_strokes=False, release_confirm=False) # Create transformation orientation from selection bpy.ops.transform.create_orientation(name="", use_view=False, use=False, overwrite=False) # Delete transformation orientation bpy.ops.transform.delete_orientation() # Change the bevel weight of edges bpy.ops.transform.edge_bevelweight(value=0, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False) # Change the crease of edges bpy.ops.transform.edge_crease(value=0, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False) # Slide an edge loop along a mesh bpy.ops.transform.edge_slide(value=0, single_side=False, use_even=False, flipped=False, use_clamp=True, mirror=False, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), correct_uv=False, release_confirm=False) # Mirror selected items around one or more axes bpy.ops.transform.mirror(constraint_axis=(False, False, False), constraint_orientation='GLOBAL', proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, gpencil_strokes=False, release_confirm=False) # Push/Pull selected items bpy.ops.transform.push_pull(value=0, mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False) # Scale (resize) selected items bpy.ops.transform.resize(value=(1, 1, 1), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), gpencil_strokes=False, texture_space=False, remove_on_cancel=False, release_confirm=False) # Rotate selected items bpy.ops.transform.rotate(value=0, axis=(0, 0, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), gpencil_strokes=False, release_confirm=False) # Select transformation orientation bpy.ops.transform.select_orientation(orientation='GLOBAL') # Slide a sequence strip in time bpy.ops.transform.seq_slide(value=(0, 0), snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False) # Shear selected items along the horizontal screen axis bpy.ops.transform.shear(value=0, mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), gpencil_strokes=False, release_confirm=False) # Shrink/fatten selected vertices along normals bpy.ops.transform.shrink_fatten(value=0, use_even_offset=True, mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False) # Scale selected vertices' skin radii bpy.ops.transform.skin_resize(value=(1, 1, 1), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False) # Tilt selected control vertices of 3D curve bpy.ops.transform.tilt(value=0, mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False) # Move selected vertices outward in a spherical shape around mesh center bpy.ops.transform.tosphere(value=0, mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), gpencil_strokes=False, release_confirm=False) # Trackball style rotation of selected items bpy.ops.transform.trackball(value=(0, 0), mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), gpencil_strokes=False, release_confirm=False) # Transform selected items by mode type bpy.ops.transform.transform(mode='TRANSLATION', value=(0, 0, 0, 0), axis=(0, 0, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), gpencil_strokes=False, release_confirm=False) # Translate (move) selected items bpy.ops.transform.translate(value=(0, 0, 0), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), gpencil_strokes=False, texture_space=False, remove_on_cancel=False, release_confirm=False) # Slide a vertex along a mesh bpy.ops.transform.vert_slide(value=0, use_even=False, flipped=False, use_clamp=True, mirror=False, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), correct_uv=False, release_confirm=False) # Randomize vertices bpy.ops.transform.vertex_random(offset=0.1, uniform=0, normal=0, seed=0) # Warp vertices around the cursor bpy.ops.transform.vertex_warp(warp_angle=6.28319, offset_angle=0, min=-1, max=1, viewmat=(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), center=(0, 0, 0)) # Copy the RNA data path for this property to the clipboard bpy.ops.ui.copy_data_path_button() # Copy the Python command matching this button bpy.ops.ui.copy_python_command_button() # Copy property from this object to selected objects or bones bpy.ops.ui.copy_to_selected_button(all=True) # Drop colors to buttons bpy.ops.ui.drop_color(color=(0, 0, 0), gamma=False) # Edit UI source code of the active button bpy.ops.ui.editsource() # Edit i18n in current language for the active button bpy.ops.ui.edittranslation_init() # Sample a data-block from the 3D view bpy.ops.ui.eyedropper_color() # Sample depth from the 3D view bpy.ops.ui.eyedropper_depth() # Sample a datablock from the Blender Window to store in a property bpy.ops.ui.eyedropper_id() # Force a full reload of UI translation bpy.ops.ui.reloadtranslation() # Write the reports bpy.ops.ui.reports_to_textblock() # Reset this property's value to its default value bpy.ops.ui.reset_default_button(all=True) # Reset to the default theme colors bpy.ops.ui.reset_default_theme() # Clear the property and use default or generated value in operators bpy.ops.ui.unset_property_button() # Align selected UV vertices to an axis bpy.ops.uv.align(axis='ALIGN_AUTO') # Average the size of separate UV islands, based on their area in 3D space bpy.ops.uv.average_islands_scale() # Select UV vertices using circle selection bpy.ops.uv.circle_select(x=0, y=0, radius=1, gesture_mode=0) # Project the UV vertices of the mesh over the six faces of a cube bpy.ops.uv.cube_project(cube_size=1, correct_aspect=True, clip_to_bounds=False, scale_to_bounds=False) # Set 2D cursor location bpy.ops.uv.cursor_set(location=(0, 0)) # Project the UV vertices of the mesh over the curved wall of a cylinder bpy.ops.uv.cylinder_project(direction='VIEW_ON_EQUATOR', align='POLAR_ZX', radius=1, correct_aspect=True, clip_to_bounds=False, scale_to_bounds=False) # Export UV layout to file bpy.ops.uv.export_layout(filepath="", check_existing=True, export_all=False, modified=False, mode='PNG', size=(1024, 1024), opacity=0.25, tessellated=False) # Follow UVs from active quads along continuous face loops bpy.ops.uv.follow_active_quads(mode='LENGTH_AVERAGE') # Hide (un)selected UV vertices bpy.ops.uv.hide(unselected=False) # Pack each faces UV's into the UV bounds bpy.ops.uv.lightmap_pack(PREF_CONTEXT='SEL_FACES', PREF_PACK_IN_ONE=True, PREF_NEW_UVLAYER=False, PREF_APPLY_IMAGE=False, PREF_IMG_PX_SIZE=512, PREF_BOX_DIV=12, PREF_MARGIN_DIV=0.1) # Mark selected UV edges as seams bpy.ops.uv.mark_seam(clear=False) # Reduce UV stretching by relaxing angles bpy.ops.uv.minimize_stretch(fill_holes=True, blend=0, iterations=0) # Transform all islands so that they fill up the UV space as much as possible bpy.ops.uv.pack_islands(rotate=True, margin=0.001) # Set/clear selected UV vertices as anchored between multiple unwrap operations bpy.ops.uv.pin(clear=False) # Project the UV vertices of the mesh as seen in current 3D view bpy.ops.uv.project_from_view(orthographic=False, camera_bounds=True, correct_aspect=True, clip_to_bounds=False, scale_to_bounds=False) # Selected UV vertices that are within a radius of each other are welded together bpy.ops.uv.remove_doubles(threshold=0.02, use_unselected=False) # Reset UV projection bpy.ops.uv.reset() # Reveal all hidden UV vertices bpy.ops.uv.reveal() # Set mesh seams according to island setup in the UV editor bpy.ops.uv.seams_from_islands(mark_seams=True, mark_sharp=False) # Select UV vertices bpy.ops.uv.select(extend=False, location=(0, 0)) # Change selection of all UV vertices bpy.ops.uv.select_all(action='TOGGLE') # Select UV vertices using border selection bpy.ops.uv.select_border(pinned=False, gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Select UVs using lasso selection bpy.ops.uv.select_lasso(path=[], deselect=False, extend=True) # Deselect UV vertices at the boundary of each selection region bpy.ops.uv.select_less() # Select all UV vertices linked to the active UV map bpy.ops.uv.select_linked(extend=False) # Select all UV vertices linked under the mouse bpy.ops.uv.select_linked_pick(extend=False, location=(0, 0)) # Select a loop of connected UV vertices bpy.ops.uv.select_loop(extend=False, location=(0, 0)) # Select more UV vertices connected to initial selection bpy.ops.uv.select_more() # Select all pinned UV vertices bpy.ops.uv.select_pinned() # Select only entirely selected faces bpy.ops.uv.select_split() # This script projection unwraps the selected faces of a mesh (it operates on all selected mesh objects, and can be used to unwrap selected faces, or all faces) bpy.ops.uv.smart_project(angle_limit=66, island_margin=0, user_area_weight=0, use_aspect=True, stretch_to_bounds=True) # Snap cursor to target type bpy.ops.uv.snap_cursor(target='PIXELS') # Snap selected UV vertices to target type bpy.ops.uv.snap_selected(target='PIXELS') # Project the UV vertices of the mesh over the curved surface of a sphere bpy.ops.uv.sphere_project(direction='VIEW_ON_EQUATOR', align='POLAR_ZX', correct_aspect=True, clip_to_bounds=False, scale_to_bounds=False) # Stitch selected UV vertices by proximity bpy.ops.uv.stitch(use_limit=False, snap_islands=True, limit=0.01, static_island=0, midpoint_snap=False, clear_seams=True, mode='VERTEX', stored_mode='VERTEX', selection=[]) # Set UV image tile coordinates bpy.ops.uv.tile_set(tile=(0, 0)) # Unwrap the mesh of the object being edited bpy.ops.uv.unwrap(method='ANGLE_BASED', fill_holes=True, correct_aspect=True, use_subsurf_data=False, margin=0.001) # Weld selected UV vertices together bpy.ops.uv.weld() # Use a 3D mouse device to pan/zoom the view bpy.ops.view2d.ndof() # Pan the view bpy.ops.view2d.pan(deltax=0, deltay=0) # Reset the view bpy.ops.view2d.reset() # Scroll the view down bpy.ops.view2d.scroll_down(deltax=0, deltay=0, page=False) # Scroll the view left bpy.ops.view2d.scroll_left(deltax=0, deltay=0) # Scroll the view right bpy.ops.view2d.scroll_right(deltax=0, deltay=0) # Scroll the view up bpy.ops.view2d.scroll_up(deltax=0, deltay=0, page=False) # Scroll view by mouse click and drag bpy.ops.view2d.scroller_activate() # bpy.ops.view2d.smoothview(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0) # Zoom in/out the view bpy.ops.view2d.zoom(deltax=0, deltay=0) # Zoom in the view to the nearest item contained in the border bpy.ops.view2d.zoom_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0) # Zoom in the view bpy.ops.view2d.zoom_in(zoomfacx=0, zoomfacy=0) # Zoom out the view bpy.ops.view2d.zoom_out(zoomfacx=0, zoomfacy=0) # Add a new background image bpy.ops.view3d.background_image_add(name="Image", filepath="", filter_blender=False, filter_backup=False, filter_image=True, filter_movie=True, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=9, relative_path=True, show_multiview=False, use_multiview=False, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA') # Remove a background image from the 3D view bpy.ops.view3d.background_image_remove(index=0) # Set camera view to active view bpy.ops.view3d.camera_to_view() # Move the camera so selected objects are framed bpy.ops.view3d.camera_to_view_selected() # Clear the boundaries of the border render and disable border render bpy.ops.view3d.clear_render_border() # Set the view clipping border bpy.ops.view3d.clip_border(xmin=0, xmax=0, ymin=0, ymax=0) # Selected objects are saved in a temp file bpy.ops.view3d.copybuffer() # Set the location of the 3D cursor bpy.ops.view3d.cursor3d() # Dolly in/out in the view bpy.ops.view3d.dolly(delta=0, mx=0, my=0) # Extrude individual elements and move bpy.ops.view3d.edit_mesh_extrude_individual_move() # Extrude and move along normals bpy.ops.view3d.edit_mesh_extrude_move_normal() # Extrude and move along individual normals bpy.ops.view3d.edit_mesh_extrude_move_shrink_fatten() # Enable the transform manipulator for use bpy.ops.view3d.enable_manipulator(translate=False, rotate=False, scale=False) # Interactively fly around the scene bpy.ops.view3d.fly() # Start game engine bpy.ops.view3d.game_start() # Toggle layer(s) visibility bpy.ops.view3d.layers(nr=1, extend=False, toggle=True) # Toggle display of selected object(s) separately and centered in view bpy.ops.view3d.localview() # Manipulate selected item by axis bpy.ops.view3d.manipulator(constraint_axis=(False, False, False), constraint_orientation='GLOBAL', release_confirm=False) # Move the view bpy.ops.view3d.move() # Interactively navigate around the scene (uses the mode (walk/fly) preference) bpy.ops.view3d.navigate() # Pan and rotate the view with the 3D mouse bpy.ops.view3d.ndof_all() # Orbit the view using the 3D mouse bpy.ops.view3d.ndof_orbit() # Orbit and zoom the view using the 3D mouse bpy.ops.view3d.ndof_orbit_zoom() # Pan the view with the 3D mouse bpy.ops.view3d.ndof_pan() # Set the active object as the active camera for this view or scene bpy.ops.view3d.object_as_camera() # Contents of copy buffer gets pasted bpy.ops.view3d.pastebuffer(autoselect=True, active_layer=True) # Toggles the properties panel display bpy.ops.view3d.properties() # Set the boundaries of the border render and enable border render bpy.ops.view3d.render_border(xmin=0, xmax=0, ymin=0, ymax=0, camera_only=False) # Rotate the view bpy.ops.view3d.rotate() # Interactive ruler bpy.ops.view3d.ruler() # Activate/select item(s) bpy.ops.view3d.select(extend=False, deselect=False, toggle=False, center=False, enumerate=False, object=False, location=(0, 0)) # Select items using border selection bpy.ops.view3d.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) # Select items using circle selection bpy.ops.view3d.select_circle(x=0, y=0, radius=1, gesture_mode=0) # Select items using lasso selection bpy.ops.view3d.select_lasso(path=[], deselect=False, extend=True) # Menu object selection bpy.ops.view3d.select_menu(name='', toggle=False) # Select element under the mouse, deselect everything is there's nothing under the mouse bpy.ops.view3d.select_or_deselect_all(extend=False, toggle=False, deselect=False, center=False, enumerate=False, object=False) # bpy.ops.view3d.smoothview() # Snap cursor to active item bpy.ops.view3d.snap_cursor_to_active() # Snap cursor to the Center bpy.ops.view3d.snap_cursor_to_center() # Snap cursor to nearest grid division bpy.ops.view3d.snap_cursor_to_grid() # Snap cursor to center of selected item(s) bpy.ops.view3d.snap_cursor_to_selected() # Snap selected item(s) to cursor bpy.ops.view3d.snap_selected_to_cursor(use_offset=True) # Snap selected item(s) to nearest grid division bpy.ops.view3d.snap_selected_to_grid() # Toggles tool shelf display bpy.ops.view3d.toolshelf() # View all objects in scene bpy.ops.view3d.view_all(use_all_regions=False, center=False) # Center the camera view bpy.ops.view3d.view_center_camera() # Center the view so that the cursor is in the middle of the view bpy.ops.view3d.view_center_cursor() # Center the view lock offset bpy.ops.view3d.view_center_lock() # Center the view to the Z-depth position under the mouse cursor bpy.ops.view3d.view_center_pick() # Clear all view locking bpy.ops.view3d.view_lock_clear() # Lock the view to the active object/bone bpy.ops.view3d.view_lock_to_active() # Orbit the view bpy.ops.view3d.view_orbit(angle=0, type='ORBITLEFT') # Pan the view bpy.ops.view3d.view_pan(type='PANLEFT') # Switch the current view from perspective/orthographic projection bpy.ops.view3d.view_persportho() # Roll the view bpy.ops.view3d.view_roll(angle=0, type='ANGLE') # Move the view to the selection center bpy.ops.view3d.view_selected(use_all_regions=False) # Use a preset viewpoint bpy.ops.view3d.viewnumpad(type='LEFT', align_active=False) # Interactively walk around the scene bpy.ops.view3d.walk() # Zoom in/out in the view bpy.ops.view3d.zoom(delta=0, mx=0, my=0) # Zoom in the view to the nearest object contained in the border bpy.ops.view3d.zoom_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0) # Match the camera to 1:1 to the render output bpy.ops.view3d.zoom_camera_1_to_1() # Disable an add-on bpy.ops.wm.addon_disable(module="") # Enable an add-on bpy.ops.wm.addon_enable(module="") # Display information and preferences for this add-on bpy.ops.wm.addon_expand(module="") # Install an add-on bpy.ops.wm.addon_install(overwrite=True, target='DEFAULT', filepath="", filter_folder=True, filter_python=True, filter_glob="*.py;*.zip") # Scan add-on directories for new modules bpy.ops.wm.addon_refresh() # Delete the add-on from the file system bpy.ops.wm.addon_remove(module="") # bpy.ops.wm.appconfig_activate(filepath="") # bpy.ops.wm.appconfig_default() # Append from a Library .blend file bpy.ops.wm.append(filepath="", directory="", filename="", files=[], filter_blender=True, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=True, filemode=1, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', link=False, autoselect=True, active_layer=True, instance_groups=False, set_fake=False) # Launch the blender-player with the current blend-file bpy.ops.wm.blenderplayer_start() # Call (draw) a pre-defined menu bpy.ops.wm.call_menu(name="") # Call (draw) a pre-defined pie menu bpy.ops.wm.call_menu_pie(name="") # Save a Collada file bpy.ops.wm.collada_export(filepath="", 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_btx=False, filter_collada=True, filter_folder=True, filter_blenlib=False, filemode=8, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', apply_modifiers=False, export_mesh_type=0, export_mesh_type_selection='view', selected=False, include_children=False, include_armatures=False, include_shapekeys=True, deform_bones_only=False, active_uv_only=False, include_uv_textures=False, include_material_textures=False, use_texture_copies=True, triangulate=True, use_object_instantiation=True, sort_by_name=False, export_transformation_type=0, export_transformation_type_selection='matrix', open_sim=False) # Load a Collada file bpy.ops.wm.collada_import(filepath="", 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_btx=False, filter_collada=True, filter_folder=True, filter_blenlib=False, filemode=8, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', import_units=False, fix_orientation=False, find_chains=False, min_chain_length=0) # Toggle System Console bpy.ops.wm.console_toggle() # Set boolean values for a collection of items bpy.ops.wm.context_collection_boolean_set(data_path_iter="", data_path_item="", type='TOGGLE') # Set a context array value (useful for cycling the active mesh edit mode) bpy.ops.wm.context_cycle_array(data_path="", reverse=False) # Toggle a context value bpy.ops.wm.context_cycle_enum(data_path="", reverse=False, wrap=False) # Set a context value (useful for cycling active material, vertex keys, groups, etc.) bpy.ops.wm.context_cycle_int(data_path="", reverse=False, wrap=False) # bpy.ops.wm.context_menu_enum(data_path="") # Adjust arbitrary values with mouse input bpy.ops.wm.context_modal_mouse(data_path_iter="", data_path_item="", header_text="", input_scale=0.01, invert=False, initial_x=0) # bpy.ops.wm.context_pie_enum(data_path="") # Scale a float context value bpy.ops.wm.context_scale_float(data_path="", value=1) # Scale an int context value bpy.ops.wm.context_scale_int(data_path="", value=1, always_step=True) # Set a context value bpy.ops.wm.context_set_boolean(data_path="", value=True) # Set a context value bpy.ops.wm.context_set_enum(data_path="", value="") # Set a context value bpy.ops.wm.context_set_float(data_path="", value=0, relative=False) # Set a context value to an ID data-block bpy.ops.wm.context_set_id(data_path="", value="") # Set a context value bpy.ops.wm.context_set_int(data_path="", value=0, relative=False) # Set a context value bpy.ops.wm.context_set_string(data_path="", value="") # Set a context value bpy.ops.wm.context_set_value(data_path="", value="") # Toggle a context value bpy.ops.wm.context_toggle(data_path="") # Toggle a context value bpy.ops.wm.context_toggle_enum(data_path="", value_1="", value_2="") # Copy settings from previous version bpy.ops.wm.copy_prev_settings() # Open a popup to set the debug level bpy.ops.wm.debug_menu(debug_value=0) # Print dependency graph relations to the console bpy.ops.wm.dependency_relations() # Load online reference docs bpy.ops.wm.doc_view(doc_id="") # Load online manual bpy.ops.wm.doc_view_manual(doc_id="") # View a context based online manual in a web browser bpy.ops.wm.doc_view_manual_ui_context() # Add or remove an Application Interaction Preset bpy.ops.wm.interaction_preset_add(name="", remove_active=False) # Add or remove a theme preset bpy.ops.wm.interface_theme_preset_add(name="", remove_active=False) # bpy.ops.wm.keyconfig_activate(filepath="") # Export key configuration to a python script bpy.ops.wm.keyconfig_export(filepath="keymap.py", filter_folder=True, filter_text=True, filter_python=True) # Import key configuration from a python script bpy.ops.wm.keyconfig_import(filepath="keymap.py", filter_folder=True, filter_text=True, filter_python=True, keep_original=True) # Add or remove a Key-config Preset bpy.ops.wm.keyconfig_preset_add(name="", remove_active=False) # Remove key config bpy.ops.wm.keyconfig_remove() # Test key-config for conflicts bpy.ops.wm.keyconfig_test() # Add key map item bpy.ops.wm.keyitem_add() # Remove key map item bpy.ops.wm.keyitem_remove(item_id=0) # Restore key map item bpy.ops.wm.keyitem_restore(item_id=0) # Restore key map(s) bpy.ops.wm.keymap_restore(all=False) # Link from a Library .blend file bpy.ops.wm.link(filepath="", directory="", filename="", files=[], filter_blender=True, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=True, filemode=1, relative_path=True, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', link=True, autoselect=True, active_layer=True, instance_groups=True) # Print memory statistics to the console bpy.ops.wm.memory_statistics() # Open a Blender file bpy.ops.wm.open_mainfile(filepath="", filter_blender=True, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=8, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', load_ui=True, use_scripts=True) # bpy.ops.wm.operator_cheat_sheet() # Set the active operator to its default values bpy.ops.wm.operator_defaults() # bpy.ops.wm.operator_pie_enum(data_path="", prop_string="") # Add or remove an Operator Preset bpy.ops.wm.operator_preset_add(name="", remove_active=False, operator="") # Open a path in a file browser bpy.ops.wm.path_open(filepath="") # Clear selected .blend file's previews bpy.ops.wm.previews_batch_clear(files=[], directory="", filter_blender=True, filter_folder=True, use_scenes=True, use_groups=True, use_objects=True, use_intern_data=True, use_trusted=False) # Generate selected .blend file's previews bpy.ops.wm.previews_batch_generate(files=[], directory="", filter_blender=True, filter_folder=True, use_scenes=True, use_groups=True, use_objects=True, use_intern_data=True, use_trusted=False) # Clear datablock previews (only for some types like objects, materials, textures, etc.) bpy.ops.wm.previews_clear(id_type={'SCENE', 'GROUP', 'OBJECT', 'MATERIAL', 'LAMP', 'WORLD', 'TEXTURE', 'IMAGE'}) # Ensure datablock previews are available and up-to-date (to be saved in .blend file, only for some types like materials, textures, etc.) bpy.ops.wm.previews_ensure() # bpy.ops.wm.properties_add(data_path="") # Jump to a different tab inside the properties editor bpy.ops.wm.properties_context_change(context="") # bpy.ops.wm.properties_edit(data_path="", property="", value="", min=-10000, max=10000, use_soft_limits=False, soft_min=-10000, soft_max=10000, description="") # Internal use (edit a property data_path) bpy.ops.wm.properties_remove(data_path="", property="") # Quit Blender bpy.ops.wm.quit_blender() # Set some size property (like e.g. brush size) with mouse wheel bpy.ops.wm.radial_control(data_path_primary="", data_path_secondary="", use_secondary="", rotation_path="", color_path="", fill_color_path="", fill_color_override_path="", fill_color_override_test_path="", zoom_path="", image_id="", secondary_tex=False) # Load default file and user preferences bpy.ops.wm.read_factory_settings() # Reloads history and bookmarks bpy.ops.wm.read_history() # Open the default file (doesn't save the current file) bpy.ops.wm.read_homefile(filepath="", load_ui=True) # Open an automatically saved file to recover it bpy.ops.wm.recover_auto_save(filepath="", filter_blender=True, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=False, filter_blenlib=False, filemode=8, display_type='LIST_LONG', sort_method='FILE_SORT_TIME') # Open the last closed file ("quit.blend") bpy.ops.wm.recover_last_session() # Simple redraw timer to test the speed of updating the interface bpy.ops.wm.redraw_timer(type='DRAW', iterations=10, time_limit=0) # Reload the saved file bpy.ops.wm.revert_mainfile(use_scripts=True) # Save the current file in the desired location bpy.ops.wm.save_as_mainfile(filepath="", check_existing=True, filter_blender=True, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=8, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', compress=False, relative_remap=True, copy=False, use_mesh_compat=False) # Make the current file the default .blend file, includes preferences bpy.ops.wm.save_homefile() # Save the current Blender file bpy.ops.wm.save_mainfile(filepath="", check_existing=True, filter_blender=True, filter_backup=False, filter_image=False, filter_movie=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filter_blenlib=False, filemode=8, display_type='DEFAULT', sort_method='FILE_SORT_ALPHA', compress=False, relative_remap=False) # Save user preferences separately, overrides startup file preferences bpy.ops.wm.save_userpref() # Pop-up a search menu over all available operators in current context bpy.ops.wm.search_menu() # Toggle 3D stereo support for current window (or change the display mode) bpy.ops.wm.set_stereo_3d(display_mode='ANAGLYPH', anaglyph_type='RED_CYAN', interlace_type='ROW_INTERLEAVED', use_interlace_swap=False, use_sidebyside_crosseyed=False) # Open the splash screen with release info bpy.ops.wm.splash() # Generate system information, saved into a text file bpy.ops.wm.sysinfo(filepath="") # Load and apply a Blender XML theme file bpy.ops.wm.theme_install(overwrite=True, filepath="", filter_folder=True, filter_glob="*.xml") # Open a website in the web-browser bpy.ops.wm.url_open(url="") # Add path to exclude from autoexecution bpy.ops.wm.userpref_autoexec_path_add() # Remove path to exclude from autoexecution bpy.ops.wm.userpref_autoexec_path_remove(index=0) # Close the current Blender window bpy.ops.wm.window_close() # Duplicate the current Blender window bpy.ops.wm.window_duplicate() # Toggle the current window fullscreen bpy.ops.wm.window_fullscreen_toggle() # Add a new world bpy.ops.world.new()