.. _operatorlist: ============= Operator list ============= .. index:: Operator list .. |a| image:: /images/all/appendix/operatorlist-100.png Objectives ========== .. tabularcolumns:: | c | l | :border: none +-------+-------------------------------------------------------------------------+ | |a| | This is a copy from the file *OperatorList.txt*. It is also available | | | with the menu sequence *Help » Operator Cheat Sheet*. | +-------+-------------------------------------------------------------------------+ Instructions ============ :Tasks: 1. Select the menu *Help » Operator Cheat Sheet* 2. Switch the text file and search for » mesh.primitive_ « Call the menu ============= .. image:: /images/all/appendix/list_of_operators.png :width: 550px List of operators ================= Start searching in most browsers (Ctrl+f), more information are available in the API. http://www.blender.org/documentation/blender_python_api_2_69_1/ | # 1469 Operators | # Simplify F-Curves by removing closely spaced keyframes | bpy.ops.action.clean(threshold=0.001) | # Select keyframes by clicking on them | bpy.ops.action.clickselect(extend=False, column=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), "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') | # 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') | # Set Preview Range based on extents of selected Keyframes | bpy.ops.action.previewrange_set() | # 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') | # Reset viewable area to show full keyframe range | bpy.ops.action.view_all() | # 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) | # 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() | # 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() | # Make only the selected animation channels visible in the Graph Editor | bpy.ops.anim.channels_visibility_set() | # Toggle visibility in Graph Editor of all selected animation channels | bpy.ops.anim.channels_visibility_toggle() | # 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 | 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 data paths from 2.56 and previous versions, modifying data paths of drivers and fcurves | bpy.ops.anim.update_data_paths() | # 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='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() | # 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), "texture_space":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), "texture_space":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), "texture_space":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) | # Flip the selection status of bones (selected -> unselected, unselected -> selected) | bpy.ops.armature.select_inverse() | # Select bones related to selected ones by parent/child relationships | bpy.ops.armature.select_linked(extend=False) | # 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() | # 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() | # 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY') | # 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY') | # Display button panel toolbox | bpy.ops.buttons.toolbox() | # Add a Camera Preset | bpy.ops.camera.preset_add(remove_active=False, name="") | # 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), "texture_space":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), "texture_space":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 a Tracking Camera Intrinsics Preset | bpy.ops.clip.camera_preset_add(remove_active=False, name="") | # 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() | # 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, min_trackability=16, 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() | # 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 selected curves | 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() | # 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY') | # 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=0, 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) | # Set direction of scene axis rotating camera (or it's parent if present) and assuming 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 it's 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 it's parent if present) in 3D space | bpy.ops.clip.set_plane(plane='FLOOR') | # Set scale of scene by scaling camera (or it's 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)) | # 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 track 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 a Clip Track Color Preset | bpy.ops.clip.track_color_preset_add(remove_active=False, name="") | # 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() | # 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 a motion tracking settings preset | bpy.ops.clip.tracking_settings_preset_add(remove_active=False, name="") | # 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 a Cloth Preset | bpy.ops.cloth.preset_add(remove_active=False, name="") | # 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() | # 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='SELECTED') | # Duplicate selected control points and segments between them | 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), "texture_space":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), "texture_space":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() | # Construct a Bezier Circle | bpy.ops.curve.primitive_bezier_circle_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)) | # Construct a Bezier Curve | bpy.ops.curve.primitive_bezier_curve_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)) | # Construct a Nurbs Circle | bpy.ops.curve.primitive_nurbs_circle_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)) | # Construct a Nurbs Curve | bpy.ops.curve.primitive_nurbs_curve_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)) | # Construct a Path | bpy.ops.curve.primitive_nurbs_path_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)) | # 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) | # 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, extend=False) | # Select a row of control points including active one | bpy.ops.curve.select_row() | # Separate (partly) selected curves or surfaces 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() | # Flatten angles of selected points | bpy.ops.curve.smooth() | # Flatten radii of selected points | bpy.ops.curve.smooth_radius() | # 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) | # 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') | # 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(check_existing=True, filepath="", 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(check_existing=True, filepath="", filter_glob="*.ply", use_mesh_modifiers=True, use_normals=True, use_uv_coords=True, use_colors=True, axis_forward='Y', axis_up='Z', global_scale=1) | # Save STL triangle mesh data from the active object | bpy.ops.export_mesh.stl(check_existing=True, filepath="", filter_glob="*.stl", ascii=False, use_mesh_modifiers=True, axis_forward='Y', axis_up='Z', global_scale=1) | # Export to 3DS file format (.3ds) | bpy.ops.export_scene.autodesk_3ds(check_existing=True, filepath="", filter_glob="*.3ds", use_selection=False, axis_forward='Y', axis_up='Z') | # Selection to an ASCII Autodesk FBX | bpy.ops.export_scene.fbx(check_existing=True, filepath="", filter_glob="*.fbx", use_selection=False, global_scale=1, axis_forward='-Z', axis_up='Y', object_types={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'}, use_mesh_modifiers=True, mesh_smooth_type='FACE', use_mesh_edges=False, use_armature_deform_only=False, use_anim=True, use_anim_action_all=True, use_default_take=True, use_anim_optimize=True, anim_optimize_precision=6, path_mode='AUTO', use_rotate_workaround=False, xna_validate=False, batch_mode='OFF', use_batch_own_dir=True, use_metadata=True) | # Save a Wavefront OBJ File | bpy.ops.export_scene.obj(check_existing=True, filepath="", filter_glob="*.obj;*.mtl", use_selection=False, use_animation=False, use_mesh_modifiers=True, use_edges=True, use_smooth_groups=False, use_normals=False, 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, axis_forward='-Z', axis_up='Y', global_scale=1, path_mode='AUTO') | # Export selection to Extensible 3D file (.x3d) | bpy.ops.export_scene.x3d(check_existing=True, filepath="", 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, axis_forward='Z', axis_up='Y', global_scale=1, path_mode='AUTO') | # Add a bookmark for the selected/active directory | bpy.ops.file.bookmark_add() | # Toggle bookmarks display | bpy.ops.file.bookmark_toggle() | # Cancel loading of selected file | bpy.ops.file.cancel() | # Delete selected files | bpy.ops.file.delete() | # Delete selected bookmark | bpy.ops.file.delete_bookmark(index=-1) | # Enter a directory name | bpy.ops.file.directory() | # Create a new directory | bpy.ops.file.directory_new(directory="") | # Execute selected file | bpy.ops.file.execute(need_active=False) | # Increment number in filename | bpy.ops.file.filenum(increment=1) | # 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, filemode=9, display_type='FILE_DEFAULTDISPLAY') | # Toggle hide hidden dot files | bpy.ops.file.hidedot() | # 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) | # 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 a Fluid Preset | bpy.ops.fluid.preset_add(remove_active=False, name="") | # 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') | # Paste contents from file | bpy.ops.font.file_paste(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, filemode=9, display_type='FILE_DEFAULTDISPLAY') | # Insert placeholder text | bpy.ops.font.insert_lorem() | # Insert line break at cursor position | bpy.ops.font.line_break() | # Move cursor to position type | bpy.ops.font.move(type='LINE_BEGIN') | # Make selection from current cursor position to new cursor position type | 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY') | # 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() | # 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() | # 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) | # Add new Grease Pencil datablock | bpy.ops.gpencil.data_add() | # Unlink active Grease Pencil datablock | bpy.ops.gpencil.data_unlink() | # Make annotations on the active data | bpy.ops.gpencil.draw(mode='DRAW', stroke=[]) | # Add new Grease Pencil layer for the active Grease Pencil datablock | bpy.ops.gpencil.layer_add() | # 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) | # 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 number 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), "release_confirm":False}) | # 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') | # 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') | # Automatically set Preview Range based on range of keyframes | bpy.ops.graph.previewrange_set() | # Toggle display properties panel | bpy.ops.graph.properties() | # 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 all keyframes on the specified frame(s) | bpy.ops.graph.select_column(mode='KEYS') | # 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, filemode=9, display_type='FILE_DEFAULTDISPLAY', 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 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 all groups or a selected 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() | # Remove selected objects from all groups or a selected group | bpy.ops.group.objects_remove_all() | # 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) | # Open image | bpy.ops.image.open(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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY') | # 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() | # Reload current image from disk | bpy.ops.image.reload() | # 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY') | # 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=1) | # 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY') | # Save all modified textures | bpy.ops.image.save_dirty() | # Save a sequence of images | bpy.ops.image.save_sequence() | # Toggle display scopes panel | bpy.ops.image.scopes() | # 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() | # 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="", filter_glob="*.bvh", target='ARMATURE', global_scale=1, frame_start=1, use_fps_scale=False, use_cyclic=False, rotate_mode='NATIVE', axis_forward='-Z', axis_up='Y') | # 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="", filter_glob="*.stl", files=[], directory="") | # Import from 3DS file format (.3ds) | bpy.ops.import_scene.autodesk_3ds(filepath="", filter_glob="*.3ds", constrain_size=10, use_image_search=True, use_apply_transform=True, axis_forward='Y', axis_up='Z') | # Load a Wavefront OBJ File | bpy.ops.import_scene.obj(filepath="", filter_glob="*.obj;*.mtl", use_ngons=True, 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, axis_forward='-Z', axis_up='Y') | # Import an X3D or VRML2 file | bpy.ops.import_scene.x3d(filepath="", filter_glob="*.x3d;*.wrl", axis_forward='Z', axis_up='Y') | # 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 a Sky & Atmosphere Preset | bpy.ops.lamp.sunsky_preset_add(remove_active=False, name="") | # 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') | # 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="") | # Convert old texface settings into material. It may create new materials if needed | bpy.ops.logic.texface_convert() | # 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 markers(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}) | # 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)}, 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), "texture_space":False, "release_confirm":False}) | # Toggle cyclic for selected splines | bpy.ops.mask.cyclic_toggle() | # Delete selected control points or splines | bpy.ops.mask.delete() | # 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() | # 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 markers using border selection | bpy.ops.mask.select_border(gesture_mode=0, xmin=0, xmax=0, ymin=0, ymax=0, extend=True) | # Select markers using circle selection | bpy.ops.mask.select_circle(x=0, y=0, radius=0, gesture_mode=0) | # Select markers using lasso selection | bpy.ops.mask.select_lasso(path=[], deselect=False, extend=True) | # Select all vertices linked to the active mesh | 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) | # | 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) | # 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 a Subsurface Scattering Preset | bpy.ops.material.sss_preset_add(remove_active=False, name="") | # Delete selected metaelement(s) | bpy.ops.mball.delete_metaelems() | # Duplicate selected metaelement(s) | bpy.ops.mball.duplicate_metaelems(mode='TRANSLATION') | # 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=0.5) | # Rearrange some faces to try to get less degenerated geometry | bpy.ops.mesh.beautify_fill() | # Edge Bevel | bpy.ops.mesh.bevel(offset=0, segments=1, vertex_only=False) | # 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, 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, limit=0.698132, uvs=False, vcols=False, sharp=False, materials=False) | # Clear vertex sculpt masking data from the mesh | bpy.ops.mesh.customdata_clear_mask() | # Clear vertex skin layer | bpy.ops.mesh.customdata_clear_skin() | # 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) | # Dissolve geometry | bpy.ops.mesh.dissolve_edges(use_verts=False, use_face_split=False) | # Dissolve geometry | 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=set()) | # Dissolve geometry | bpy.ops.mesh.dissolve_verts(use_face_split=False) | # Assign Image to active UV Map, or create an UV Map | bpy.ops.mesh.drop_named_image(name="Image", filepath="Path") | # 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), "texture_space":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), "texture_space":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, "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), "texture_space":False, "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), "texture_space":False, "release_confirm":False}) | # Extrude individual vertices only | bpy.ops.mesh.extrude_verts_indiv(mirror=False) | # 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() | # 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, thickness=0.01, depth=0, use_outset=False, use_select_inset=True, use_individual=False, use_interpolate=True) | # Use other objects outlines & boundaries to project knife cuts | bpy.ops.mesh.knife_project() | # 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='ROOT', 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":'ROOT', "edge_index":-1, "mesh_select_mode_init":(False, False, False)}, TRANSFORM_OT_edge_slide={"value":0, "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) | # 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) | # 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', 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', 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, 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', 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, 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, 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, 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(rotation=(0, 0, 0), view_align=False, location=(0, 0, 0), major_radius=1, minor_radius=0.25, major_segments=48, minor_segments=12, use_abso=False, abso_major_rad=1, abso_minor_rad=0.5) | # Construct a UV sphere mesh | bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, size=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)) | # Triangulate selected faces | bpy.ops.mesh.quads_convert_to_tris(use_beauty=True) | # 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) | # 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), "texture_space":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), "texture_space":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') | # 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() | # Select all vertices linked to the active mesh | bpy.ops.mesh.select_linked(limit=False) | # (De)select all vertices linked to the edge under the mouse cursor | bpy.ops.mesh.select_linked_pick(deselect=False, limit=False) | # 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(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() | # Select next edge loop adjacent to a selected loop | bpy.ops.mesh.select_next_loop() | # Select all non-manifold vertices or edges | bpy.ops.mesh.select_non_manifold(extend=True) | # Deselect every Nth element starting from the active vertex, edge or face | bpy.ops.mesh.select_nth(nth=2, offset=0) | # Randomly select vertices | bpy.ops.mesh.select_random(percent=50, extend=False) | # Select similar vertices, edges or faces by property types | bpy.ops.mesh.select_similar(type='NORMAL', compare='EQUAL', threshold=0) | # 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(extend=False) | # Selected vertex path between two vertices | bpy.ops.mesh.shortest_path_select(use_length=True) | # 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=set(), 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') | # 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(limit=0.698132, uvs=False, vcols=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 2 vertices of a face by an edge, splitting the face in two | bpy.ops.mesh.vert_connect() | # 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(repeat=1, xaxis=True, yaxis=True, zaxis=True) | # Laplacian smooth of selected vertices | bpy.ops.mesh.vertices_smooth_laplacian(repeat=1, lambda_factor=5e-05, lambda_border=5e-05, use_x=True, use_y=True, use_z=True, preserve_volume=True) | # Inset new faces into selected faces | bpy.ops.mesh.wireframe(use_boundary=True, use_even_offset=True, use_relative_offset=False, use_crease=False, thickness=0.01, use_replace=True) | # Synchronize the length of the referenced Action with the length used in the strip | bpy.ops.nla.action_sync_length(active=True) | # 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, clear_constraints=False, clear_parents=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(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() | # 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() | # 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 | bpy.ops.nla.tweakmode_enter() | # Exit tweaking mode for the action referenced by the active strip | bpy.ops.nla.tweakmode_exit() | # 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(use_transform=False, settings=[], type="", 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=False, filter_python=False, filter_font=False, filter_sound=False, filter_text=False, filter_btx=False, filter_collada=False, filter_folder=True, filemode=9, display_type='FILE_DEFAULTDISPLAY', name="Image") | # Add a node to the active tree | bpy.ops.node.add_node(use_transform=False, settings=[], type="") | # Add a reroute node | bpy.ops.node.add_reroute(path=[], cursor=6) | # Add a node to the active tree | bpy.ops.node.add_search(use_transform=False, settings=[], type="", node_item='') | # Attach active node to a frame | bpy.ops.node.attach() | # 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) | # 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), "texture_space":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), "texture_space":False, "release_confirm":False}, "NODE_OT_attach":{}}) | # 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), "texture_space":False, "release_confirm":False}, "NODE_OT_attach":{}}) | # 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() | # 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), "texture_space":False, "release_confirm":False}) | # 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), "texture_space":False, "release_confirm":False}, "NODE_OT_attach":{}}) | # Toggle muting of the nodes | bpy.ops.node.mute_toggle() | # Create a new node tree | bpy.ops.node.new_node_tree(type='CompositorNodeTree', name="NodeTree") | # Add a Node Color Preset | bpy.ops.node.node_color_preset_add(remove_active=False, name="") | # 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() | # Detach selected nodes | bpy.ops.node.parent_clear() | # 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) | # 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() | # Select all the nodes of the same type | bpy.ops.node.select_same_type() | # 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() | # Sort the nodes and show the cyclic dependencies between the nodes | bpy.ops.node.show_cyclic_dependencies() | # 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), "texture_space":False, "release_confirm":False}, NODE_OT_attach={}) | # 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(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="Cube") | # 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(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_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) | # 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="", 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(group=0) | # 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), "texture_space":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), "texture_space":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', 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', 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='') | # 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() | # 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 the first selected 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 Layouts 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', 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)) | # Clear the object's location | bpy.ops.object.location_clear() | # Copy logic bricks to other selected objects | bpy.ops.object.logic_bricks_copy() | # Make linked objects into dupli-faces | bpy.ops.object.make_dupli_face() | # Make links from the active object 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() | # 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', 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY', 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 selected objects | bpy.ops.object.paths_clear() | # 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='STREAM', 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) | # 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 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, extend=False) | # 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='UP') | # 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(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, either by constraint or old way or locked track | 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) | # 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() | # Blend selected vertex weights with unselected for the active group | bpy.ops.object.vertex_group_blend(factor=1) | # Remove Vertex Group assignments which aren't 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() | # Copy Vertex Groups to all users of the same Geometry data | bpy.ops.object.vertex_group_copy_to_linked() | # Copy Vertex Groups to other selected objects with matching indices | 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 all vertex groups, 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(lock_active=True) | # Delete the active vertex group | 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='') | # Sorts vertex groups alphabetically | bpy.ops.object.vertex_group_sort() | # Transfer weight paint to active from selected mesh | bpy.ops.object.vertex_group_transfer_weight(WT_vertex_group_mode='WT_REPLACE_ACTIVE_VERTEX_GROUP', WT_method='WT_BY_NEAREST_FACE', WT_replace_mode='WT_REPLACE_ALL_WEIGHTS') | # 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 Vert 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='SET_ACT') | # | 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() | # | 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() | # Drag material to object in Outliner | bpy.ops.outliner.material_drop(object="Object", material="Material") | # | bpy.ops.outliner.object_operation(type='SELECT') | # Context menu for item operations | bpy.ops.outliner.operation() | # 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") | # 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() | # 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() | # 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) | # 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 | bpy.ops.paint.face_select_linked_pick(extend=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(mode='NORMAL', stroke=[]) | # Fill the whole mask with a given value, or invert its values | bpy.ops.paint.mask_flood_fill(mode='VALUE', value=0) | # 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)) | # 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=[]) | # 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') | # Sample a line and show it in Scope panels | bpy.ops.paint.weight_gradient(type='LINEAR', xstart=0, xend=0, ystart=0, yend=0, cursor=1) | # Paint a stroke in the current vertex group's weights | bpy.ops.paint.weight_paint(stroke=[]) | # 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() | # 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) | # 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() | # 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 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') | # 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() | # Change the visible armature layers | bpy.ops.pose.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.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 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 selected bones | bpy.ops.pose.paths_clear() | # 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() | # Activate the bone with a flipped name | bpy.ops.pose.select_flip_active() | # 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) | # 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(remove_active=False, name="") | # 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 a Render Preset | bpy.ops.render.preset_add(remove_active=False, name="") | # Render active scene | bpy.ops.render.render(animation=False, write_still=False, layer="", scene="") | # 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() | # 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() | # 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() | # 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 the header over/below the main window area | bpy.ops.screen.header_flip() | # Show or hide 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) | # 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 | bpy.ops.screen.screen_full_area() | # 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, filemode=9, display_type='FILE_DEFAULTDISPLAY', 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) | # 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() | # Toggle sculpt mode in 3D view | bpy.ops.sculpt.sculptmode_toggle() | # 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=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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY') | # | 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_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), "texture_space":False, "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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY', frame_start=0, frame_end=0, channel=1, replace_sel=True, overlap=False, type='CROSS', color=(0, 0, 0)) | # 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY', frame_start=0, frame_end=0, channel=1, replace_sel=True, overlap=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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY', frame_start=0, channel=1, replace_sel=True, overlap=False, sound=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 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=False, 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') | # Enable border select mode | 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() | # 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY', frame_start=0, channel=1, replace_sel=True, overlap=False, cache=False) | # Move frame to previous edit point | bpy.ops.sequencer.strip_jump(next=True, center=True) | # Add a modifier to strip | bpy.ops.sequencer.strip_modifier_add(type='COLOR_BALANCE') | # Move modifier up and down in the stack | bpy.ops.sequencer.strip_modifier_move(name="Name", direction='UP') | # Add a modifier to 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() | # Un-Mute unselected rather than 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() | # Enable border select mode | 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY', 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY', 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, filemode=9, relative_path=True, display_type='FILE_DEFAULTDISPLAY', 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(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(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(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(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(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(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') | # Make selection from current cursor position to new cursor position type | 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, filemode=9, display_type='FILE_DEFAULTDISPLAY', 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, filemode=9, display_type='FILE_DEFAULTDISPLAY') | # Scroll text screen | bpy.ops.text.scroll(lines=1) | # Scroll text screen | 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, filemode=9, display_type='FILE_DEFAULTDISPLAY') | # 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() | # 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, 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 vertices 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, 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), texture_space=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), 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), release_confirm=False) | # Shrink/fatten selected vertices along normals | bpy.ops.transform.shrink_fatten(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 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), texture_space=False, 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), 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), 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), 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), texture_space=False, release_confirm=False) | # Slide a vertex along a mesh | bpy.ops.transform.vert_slide(value=0, mirror=False, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False) | # Warp selected items around the cursor | bpy.ops.transform.warp(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) | # Copy the RNA data path for this property to the clipboard | bpy.ops.ui.copy_data_path_button() | # Copy property from this object to selected objects or bones | bpy.ops.ui.copy_to_selected_button(all=True) | # 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 color from the Blender Window to store in a property | bpy.ops.ui.eyedropper() | # 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() | # 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=0, 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) | # Follow UVs from active quads along continuous face loops | 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() | # 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(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) | # 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() | # 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() | # Zoom in the view to the nearest item contained in the border | 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="Path") | # 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() | # 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() | # Position your viewpoint with the 3D mouse | bpy.ops.view3d.ndof_all() | # Explore every angle of an object using the 3D mouse | bpy.ops.view3d.ndof_orbit() | # Explore every angle of an object using the 3D mouse | bpy.ops.view3d.ndof_orbit_zoom() | # Position your viewpoint 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() | # 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=0, 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) | # The time to animate the change of view (in milliseconds) | 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 node | 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() | # Snap selected item(s) to nearest grid node | 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 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(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() | # 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='FRONT', align_active=False) | # 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 addon | bpy.ops.wm.addon_disable(module="") | # Enable an addon | bpy.ops.wm.addon_enable(module="") | # Display more information on this addon | bpy.ops.wm.addon_expand(module="") | # Install an addon | bpy.ops.wm.addon_install(overwrite=True, target='DEFAULT', filepath="", filter_folder=True, filter_python=True, filter_glob="*.py;*.zip") | # Disable an addon | bpy.ops.wm.addon_remove(module="") | # | bpy.ops.wm.appconfig_activate(filepath="") | # | bpy.ops.wm.appconfig_default() | # 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="") | # 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, filemode=8, display_type='FILE_DEFAULTDISPLAY', 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', second_life=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, filemode=8, display_type='FILE_DEFAULTDISPLAY', import_units=False) | # 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) | # Set a context value (useful for cycling active material, vertex keys, groups, etc.) | bpy.ops.wm.context_cycle_int(data_path="", reverse=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) | # 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) | # Toggle a context value | 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_edit(doc_id="", doc_new="") | # Load online reference docs | bpy.ops.wm.doc_view(doc_id="") | # Load online manual | bpy.ops.wm.doc_view_manual(doc_id="") | # Add an Application Interaction Preset | bpy.ops.wm.interaction_preset_add(remove_active=False, name="") | # Add a theme preset | bpy.ops.wm.interface_theme_preset_add(remove_active=False, name="") | # | 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 a Key-config Preset | bpy.ops.wm.keyconfig_preset_add(remove_active=False, name="") | # 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 or Append from a Library .blend file | bpy.ops.wm.link_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, filemode=1, relative_path=True, display_type='FILE_DEFAULTDISPLAY', link=True, autoselect=True, active_layer=True, instance_groups=True) | # Print memory statistics to the console | bpy.ops.wm.memory_statistics() | # Change NDOF sensitivity | bpy.ops.wm.ndof_sensitivity_change(decrease=True, fast=False) | # 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, filemode=8, display_type='FILE_DEFAULTDISPLAY', 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() | # Add an Operator Preset | bpy.ops.wm.operator_preset_add(remove_active=False, name="", operator="") | # Open a path in a file browser | bpy.ops.wm.path_open(filepath="") | # | 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=0, max=1, 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="", zoom_path="", image_id="") | # 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() | # 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, filemode=8, display_type='FILE_LONGDISPLAY') | # 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) | # 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, filemode=8, display_type='FILE_DEFAULTDISPLAY', 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, filemode=8, display_type='FILE_DEFAULTDISPLAY', 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() | # Opens a blocking popup region with release info | bpy.ops.wm.splash() | # Generate System Info | bpy.ops.wm.sysinfo() | # 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="") | # (undocumented operator) | bpy.ops.wm.userpref_autoexec_path_add() | # (undocumented operator) | bpy.ops.wm.userpref_autoexec_path_remove(index=0) | # 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()