user: What is Bpy.Types.Depsgraph and how is it used in Blender Python scripting?

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Note You are not using the most up to date version of the documentation. is the newest version. Back to top Toggle Light / Dark / Auto color theme Toggle table of contents sidebar Depsgraph(bpy_struct) ¶ Dependency graph: Evaluated ID example ¶ This example demonstrates access to the evaluated ID (such as object, material, etc.) state from an original ID. This is needed every time one needs to access state with animation, constraints, and modifiers taken into account. import bpy class OBJECT_OT_evaluated_example ( bpy . types . Operator ): """Access evaluated object state and do something with it""" bl_label = "DEG Access Evaluated Object" bl_idname = "object.evaluated_example" def execute ( self , context ): # This is an original object. Its data does not have any modifiers applied. obj = context . object if obj is None or obj . type != &#39;MESH&#39; : self . report ({ &#39;INFO&#39; }, "No active mesh object to get info from" ) return { &#39;CANCELLED&#39; } # Evaluated object exists within a specific dependency graph. # We will request evaluated object from the dependency graph which corresponds to the # current scene and view layer. # # NOTE: This call ensure the dependency graph is fully evaluated. This might be expensive # if changes were made to the scene, but is needed to ensure no dangling or incorrect # pointers are exposed. depsgraph = context . evaluated_depsgraph_get () # Actually request evaluated object. # # This object has animation and drivers applied on it, together with constraints and # modifiers. # # For mesh objects the object.data will be a mesh with all modifiers applied. # This means that in access to vertices or faces after modifier stack happens via fields of # object_eval.object. # # For other types of objects the object_eval.data does not have modifiers applied on it, # but has animation applied. # # NOTE: All ID types have `evaluated_get()`, including materials, node trees, worlds. object_eval = obj . evaluated_get ( depsgraph ) mesh_eval = object_eval . data self . report ({ &#39;INFO&#39; }, f "Number of evaluated vertices: { len ( mesh_eval . vertices ) } " ) return { &#39;FINISHED&#39; } def register (): bpy . utils . register_class ( OBJECT_OT_evaluated_example ) def unregister (): bpy . utils . unregister_class ( OBJECT_OT_evaluated_example ) if __name__ == "__main__" : register () Dependency graph: Original object example ¶ This example demonstrates access to the original ID. Such access is needed to check whether object is selected, or to compare pointers. import bpy class OBJECT_OT_original_example ( bpy . types . Operator ): """Access original object and do something with it""" bl_label = "DEG Access Original Object" bl_idname = "object.original_example" def check_object_selected ( self , object_eval ): # Selection depends on a context and is only valid for original objects. This means we need # to request the original object from the known evaluated one. # # NOTE: All ID types have an `original` field. obj = object_eval . original return obj . select_get () def execute ( self , context ): # NOTE: It seems redundant to iterate over original objects to request evaluated ones # just to get original back. But we want to keep example as short as possible, but in real # world there are cases when evaluated object is coming from a more meaningful source. depsgraph = context . evaluated_depsgraph_get () for obj in context . editable_objects : object_eval = obj . evaluated_get ( depsgraph ) if self . check_object_selected ( object_eval ): self . report ({ &#39;INFO&#39; }, f "Object is selected: { object_eval . name } " ) return { &#39;FINISHED&#39; } def register (): bpy . utils . register_class ( OBJECT_OT_original_example ) def unregister (): bpy . utils . unregister_class ( OBJECT_OT_original_example ) if __name__ == "__main__" : register () Dependency graph: Iterate over all object instances ¶ Sometimes it is needed to know all the instances with their matrices (for example, when writing an exporter or a custom render engine). This example shows how to access all objects and instances in the scene. import bpy class OBJECT_OT_object_instances ( bpy . types . Operator ): """Access original object and do something with it""" bl_label = "DEG Iterate Object Instances" bl_idname = "object.object_instances" def execute ( self , context ): depsgraph = context . evaluated_depsgraph_get () for object_instance in depsgraph . object_instances : # This is an object which is being instanced. obj = object_instance . object # `is_instance` denotes whether the object is coming from instances (as an opposite of # being an emitting object. ) if not object_