user: Provide the full official documentation entry for Bpy.Types.Object, preserving all code examples.

assistant: loat in [0.0001, 1000], default 1.0 empty_display_type ¶ Viewport display style for empties Type : enum in Object Empty Drawtype Items , default 'PLAIN_AXES' empty_image_depth ¶ Determine which other objects will occlude the image Type : enum in [ 'DEFAULT' , 'FRONT' , 'BACK' ], default 'DEFAULT' empty_image_offset ¶ Origin offset distance Type : float array of 2 items in [-inf, inf], default (-0.5, -0.5) empty_image_side ¶ Show front/back side Type : enum in [ 'DOUBLE_SIDED' , 'FRONT' , 'BACK' ], default 'DOUBLE_SIDED' field ¶ Settings for using the object as a field in physics simulation Type : FieldSettings , (readonly) hide_probe_plane ¶ Globally disable in planar light probes Type : boolean, default False hide_probe_sphere ¶ Globally disable in spherical light probes Type : boolean, default False hide_probe_volume ¶ Globally disable in volume probes Type : boolean, default False hide_render ¶ Globally disable in renders Type : boolean, default False hide_select ¶ Disable selection in viewport Type : boolean, default False hide_surface_pick ¶ Disable surface influence during selection, snapping and depth-picking operators. Usually used to avoid semi-transparent objects to affect scene navigation Type : boolean, default False hide_viewport ¶ Globally disable in viewports Type : boolean, default False image_user ¶ Parameters defining which layer, pass and frame of the image is displayed Type : ImageUser , (readonly, never None) instance_collection ¶ Instance an existing collection Type : Collection instance_faces_scale ¶ Scale the face instance objects Type : float in [0.001, 10000], default 1.0 instance_type ¶ If not None, object instancing method to use NONE None. VERTS Vertices – Instantiate child objects on all vertices. FACES Faces – Instantiate child objects on all faces. COLLECTION Collection – Enable collection instancing. Type : enum in [ 'NONE' , 'VERTS' , 'FACES' , 'COLLECTION' ], default 'NONE' is_from_instancer ¶ Object comes from a instancer Type : boolean, default False, (readonly) is_from_set ¶ Object comes from a background set Type : boolean, default False, (readonly) is_holdout ¶ Render objects as a holdout or matte, creating a hole in the image with zero alpha, to fill out in compositing with real footage or another render Type : boolean, default False is_instancer ¶ Type : boolean, default False, (readonly) is_shadow_catcher ¶ Only render shadows and reflections on this object, for compositing renders into real footage. Objects with this setting are considered to already exist in the footage, objects without it are synthetic objects being composited into it. Type : boolean, default False light_linking ¶ Light linking settings Type : ObjectLightLinking , (readonly, never None) lightgroup ¶ Lightgroup that the object belongs to Type : string, default “”, (never None) lineart ¶ Line Art settings for the object Type : ObjectLineArt , (readonly) location ¶ Location of the object Type : mathutils.Vector of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) lock_location ¶ Lock editing of location when transforming Type : boolean array of 3 items, default (False, False, False) lock_rotation ¶ Lock editing of rotation when transforming Type : boolean array of 3 items, default (False, False, False) lock_rotation_w ¶ Lock editing of ‘angle’ component of four-component rotations when transforming Type : boolean, default False lock_rotations_4d ¶ Lock editing of four component rotations by components (instead of as Eulers) Type : boolean, default True lock_scale ¶ Lock editing of scale when transforming Type : boolean array of 3 items, default (False, False, False) material_slots ¶ Material slots in the object Type : bpy_prop_collection of MaterialSlot , (readonly) matrix_basis ¶ Matrix access to location, rotation and scale (including deltas), before constraints and parenting are applied Type : mathutils.Matrix of 4 * 4 items in [-inf, inf], default ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)) matrix_local ¶ Parent relative transformation matrix. Warning: Only takes into account object parenting, so e.g. in case of bone parenting you get a matrix relative to the Armature object, not to the actual parent bone Type : mathutils.Matrix of 4 * 4 items in [-inf, inf], default ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)) matrix_parent_inverse ¶ Inverse of object’s parent matrix at time of parenting Type : mathutils.Matrix of 4 * 4 items in [-inf, inf], default ((1.0, 0.0, 0.0, 0.0), (0.0, 1.0, 0.0, 0.0), (0.0, 0.0, 1.0, 0.0), (0.0, 0.0, 0.0, 1.0)) matrix_world ¶ Worldspace transformation matrix Type : mathutils.Matrix of 4 * 4 items in [-inf, inf], default ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)) mode ¶ Object interaction mode Type : enum in Object Mode Items , default 'OBJECT' , (readonly) modifiers ¶ Modifiers affecting the geometric data of the object Type : ObjectModifiers bpy_prop_collection of Modifier , (readonly) motion_path ¶ Motion Path for this element Type : MotionPath , (readonly) parent ¶ Parent object Type : Object parent_bone ¶ Name of parent bone in case of a bone parenting relation Type : string, default “”, (never None) parent_type ¶ Type of parent relation OBJECT Object – The object is parented to an object. ARMATURE Armature. LATTICE Lattice – The object is parented to a lattice. VERTEX Vertex – The object is parented to a vertex. VERTEX_3 3 Vertices. BONE Bone – The object is parented to a bone. Type : enum in [ 'OBJECT' , 'ARMATURE' , 'LATTICE' , 'VERTEX' , 'VERTEX_3' , 'BONE' ], default 'OBJECT' parent_vertices ¶ Indices of vertices in case of a vertex parenting relation Type : int array of 3 items in [0, inf], default (0, 0, 0) particle_systems ¶ Particle systems emitted from the object Type : ParticleSystems bpy_prop_collection of ParticleSystem , (readonly) pass_index ¶ Index number for the “Object Index” render pass Type : int in [0, 32767], default 0 pose ¶ Current pose for armatures Type : Pose , (readonly) rigid_body ¶ Settings for rigid body simulation Type : RigidBodyObject , (readonly) rigid_body_constraint ¶ Constraint constraining rigid bodies Type : RigidBodyConstraint , (readonly) rotation_axis_angle ¶ Angle of Rotation for Axis-Angle rotation representation Type : float array of 4 items in [-inf, inf], default (0.0, 0.0, 1.0, 0.0) rotation_euler ¶ Rotation in Eulers Type : mathutils.Euler rotation of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) rotation_mode ¶ The kind of rotation to apply, values from other rotation modes are not used Type : enum in Object Rotation Mode Items , default 'XYZ' rotation_quaternion ¶ Rotation in Quaternions Type : mathutils.Quaternion rotation of 4 items in [-inf, inf], default (1.0, 0.0, 0.0, 0.0) scale ¶ Scaling of the object Type : mathutils.Vector of 3 items in [-inf, inf], default (1.0, 1.0, 1.0) selection_sets ¶ List of groups of bones for easy selection Type : bpy_prop_collection of SelectionSet , (readonly) shader_effects ¶ Effects affecting display of object Type : ObjectShaderFx bpy_prop_collection of ShaderFx , (readonly) shadow_terminator_geometry_offset ¶ Offset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affects triangles at grazing angles to light Type : float in [0, inf], default 0.1 shadow_terminator_normal_offset ¶ Offset rays from the surface to reduce shadow terminator artifact on low poly geometry. Only affect triangles that are affected by the geometry offset Type : float in [0, inf], default 0.0 shadow_terminator_shading_offset ¶ Push the shadow terminator towards the light to hide artifacts on low poly geometry Type : float in [0, inf], default 0.0 show_all_edges ¶ Display all edges for mesh objects Type : boolean, default False show_axis ¶ Display the object’s origin and axes Type : boolean, default False show_bounds ¶ Display the object’s bounds Type : boolean, default False show_empty_image_only_axis_aligned ¶ Only display the image when it is aligned with the view axis Type : boolean, default False show_empty_image_orthographic ¶ Display image in orthographic mode Type : boolean, default True show_empty_image_perspective ¶ Display image in perspective mode Type : boolean, default True show_in_front ¶ Make the object display in front of others Type : boolean, default False show_instancer_for_render ¶ Make instancer visible when rendering Type : boolean, default True show_instancer_for_viewport ¶ Make instancer visible in the viewport Type : boolean, default True show_name ¶ Display the object’s name Type : boolean, default False show_only_shape_key ¶ Only show the active shape key at full value Type : boolean, default False show_texture_space ¶ Display the object’s texture space Type : boolean, default False show_transparent ¶ Display material transparency in the object Type : boolean, default False show_wire ¶ Display the object’s wireframe over solid shading Type : boolean, default False soft_body ¶ Settings for soft body simulation Type : SoftBodySettings , (readonly) track_axis ¶ Axis that points in the ‘forward’ direction (applies to Instance Vertices when Align to Vertex Normal is enabled) Type : enum in Object Axis Items , default 'POS_X' type ¶ Type of object Type : enum in Object Type Items , default 'EMPTY' , (readonly) up_axis ¶ Axis that points in the upward direction (applies to Instance Vertices when Align to Vertex Normal is enabled) Type : enum in [ 'X' , 'Y' , 'Z' ], default 'X' use_camera_lock_parent ¶ View Lock 3D viewport camera transformation affects the object’s parent instead Type : boolean, default False use_dynamic_topology_sculpting ¶ Type : boolean, default False, (readonly) use_empty_image_alpha ¶ Use alpha blending instead of alpha test (can produce sorting artifacts) Type : boolean, default False use_grease_pencil_lights ¶ Lights affect Grease Pencil object Type : boolean, default True use_instance_faces_scale ¶ Scale instance based on face size Type : boolean, default False use_instance_vertices_rotation ¶ Rotate instance according to vertex normal Type : boolean, default False use_mesh_mirror_x ¶ Enable mesh symmetry in the X axis Type : boolean, default False use_mesh_mirror_y ¶ Enable mesh symmetry in the Y axis Type : boolean, default False use_mesh_mirror_z ¶ Enable mesh symmetry in the Z axis Type : boolean, default False use_parent_final_indices ¶ Use the final evaluated indices rather than the original mesh indices Type : boolean, default False use_shape_key_edit_mode ¶ Display shape keys in edit mode (for meshes only) Type : boolean, default False use_simulation_cache ¶ Cache frames during simulation nodes playback Type : boolean, default True vertex_groups ¶ Vertex groups of the object Type : VertexGroups bpy_prop_collection of VertexGroup , (readonly) visible_camera ¶ Object visibility to camera rays Type : boolean, default True visible_diffuse ¶ Object visibility to diffuse rays Type : boolean, default True visible_glossy ¶ Object visibility to glossy rays Type : boolean, default True visible_shadow ¶ Object visibility to shadow rays Type : boolean, default True visible_transmission ¶ Object visibility to transmission rays Type : boolean, default True visible_volume_scatter ¶ Object visibility to volume scattering rays Type : boolean, default True children ¶ All the children of this object. Type : tuple of Object Note Takes O(len(bpy.data.objects)) time. (readonly) children_recursive ¶ A list of all children from this object. Type : list of Object Note Takes O(len(bpy.data.objects)) time. (readonly) users_collection ¶ The collections this object is in. Type : tuple of Collection Note Takes O(len(bpy.data.collections) + len(bpy.data.scenes)) time. (readonly) users_scene ¶ The scenes this object is in. Type : tuple of Scene Note Takes O(len(bpy.data.scenes) * len(bpy.data.objects)) time. (readonly) select_get ( * , view_layer = None ) ¶ Test if the object is selected. The selection state is per view layer. Parameters : view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer Returns : Object selected Return type : boolean select_set ( state , * , view_layer = None ) ¶ Select or deselect the object. The selection state is per view layer. Parameters : state ( boolean ) – Selection state to define view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer hide_get ( * , view_layer = None ) ¶ Test if the object is hidden for viewport editing. This hiding state is per view layer. Parameters : view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer Returns : Object hidden Return type : boolean hide_set ( state , * , view_layer = None ) ¶ Hide the object for viewport editing. This hiding state is per view layer. Parameters : state ( boolean ) – Hide state to define view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer visible_get ( * , view_layer = None , viewport = None ) ¶ Test if the object is visible in the 3D viewport, taking into account all visibility settings Parameters : view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer viewport ( SpaceView3D , (optional)) – Use this instead of the active 3D viewport Returns : Object visible Return type : boolean holdout_get ( * , view_layer = None ) ¶ Test if object is masked in the view layer Parameters : view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer Returns : Object holdout Return type : boolean indirect_only_get ( * , view_layer = None ) ¶ Test if object is set to contribute only indirectly (through shadows and reflections) in the view layer Parameters : view_layer ( ViewLayer , (optional)) – Use this instead of the active view layer Returns : Object indirect only Return type : boolean local_view_get ( viewport ) ¶ Get the local view state for this object Parameters : viewport ( SpaceView3D , (never None)) – Viewport in local view Returns : Object local view state Return type : boolean local_view_set ( viewport , state ) ¶ Set the local view state for this object Parameters : viewport ( SpaceView3D , (never None)) – Viewport in local view state ( boolean ) – Local view state to define visible_in_viewport_get ( viewport ) ¶ Check for local view and local collections for this viewport and object Parameters : viewport ( SpaceView3D , (never None)) – Viewport in local collections Returns : Object viewport visibility Return type : boolean convert_space ( * , pose_bone = None , matrix = ((0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0), (0.0, 0.0, 0.0, 0.0)) , from_space = 'WORLD' , to_space = 'WORLD' ) ¶ Convert (transform) the given matrix from one space to another Parameters : pose_bone ( PoseBone , (optional)) – Bone to use to define spaces (may be None, in which case only the two ‘WORLD’ and ‘LOCAL’ spaces are usable) matrix ( mathutils.Matrix of 4 * 4 items in [-inf, inf], (optional)) – The matrix to transform from_space (enum in [ 'WORLD' , 'POSE' , 'LOCAL_WITH_PARENT' , 'LOCAL' ], (optional)) – The space in which ‘matrix’ is currently WORLD World Space – The most global space in Blender. POSE Pose Space – The pose space of a bone (its armature’s object space). LOCAL_WITH_PARENT Local With Parent – The rest pose local space of a bone (this matrix includes parent transforms). LOCAL Local Space – The local space of an object/bone. to_space (enum in [ 'WORLD' , 'POSE' , 'LOCAL_WITH_PARENT' , 'LOCAL' ], (optional)) – The space to which you want to transform ‘matrix’ WORLD World Space – The most global space in Blender. POSE Pose Space – The pose space of a bone (its armature’s object space). LOCAL_WITH_PARENT Local With Parent – The rest pose local space of a bone (this matrix includes parent transforms). LOCAL Local Space – The local space of an object/bone. Returns : The transformed matrix Return type : mathutils.Matrix of 4 * 4 items in [-inf, inf] calc_matrix_camera ( depsgraph , * , x = 1 , y = 1 , scale_x = 1.0 , scale_y = 1.0 ) ¶ Generate the camera projection matrix of this object (mostly useful for Camera and Light types) Parameters : depsgraph ( Depsgraph ) – Depsgraph to get evaluated data from x ( int in [ 0 , inf ] , ( optional ) ) – Width of the render area y ( int in [ 0 , inf ] , ( optional ) ) – Height of the render area scale_x ( float in [ 1e-06 , inf ] , ( optional ) ) – Width scaling factor scale_y ( float in [ 1e-06 , inf ] , ( optional ) ) – Height scaling factor Returns : The camera projection matrix Return type : mathutils.Matrix of 4 * 4 items in [-inf, inf] camera_fit_coords ( depsgraph , coordinates ) ¶ Compute the coordinate (and scale for ortho cameras) given object should be to ‘see’ all given coordinates Parameters : depsgraph ( Depsgraph ) – Depsgraph to get evaluated data from coordinates ( float array of 1 items in [ -inf , inf ] , ( never None ) ) – Coordinates to fit in Returns : co_return , The location to aim to be able to see all given points, mathutils.Vector of 3 items in [-inf, inf] scale_return , The ortho scale to aim to be able to see all given points (if relevant), float in [-inf, inf] Return type : ( mathutils.Vector of 3 items in [-inf, inf], float in [-inf, inf]) crazyspace_eval ( depsgraph , scene ) ¶ Compute orientation mapping between vertices of an original object and object with shape keys and deforming modifiers applied.The evaluation is to be freed with the crazyspace_eval_free function Parameters : depsgraph ( Depsgraph ) – Dependency Graph, Evaluated dependency graph scene ( Scene ) – Scene, Scene of the object crazyspace_displacement_to_deformed ( * , vertex_index = 0 , displacement = (0.0, 0.0, 0.0) ) ¶ Convert displacement vector from non-deformed object space to deformed object space Parameters : vertex_index ( int in [ -inf , inf ] , ( optional ) ) – vertex_index displacement ( mathutils.Vector of 3 items in [-inf, inf], (optional)) – displacement Returns : disp