Python API documentation for Blender228 generated by www.stani.be

Blender module

modules
Armature
BGL
Camera
Curve
Draw
Effect
Image
Ipo
IpoCurve
Lamp
Material
Metaball
NMesh
Object
Scene
Text
Types
Window
World
sys

builtin function or methods
Get
Redraw
ReleaseGlobalDict
Set

NoneTypes
Blender.link

ints
Blender.bylink = 0

builtin function or methods
Blender.Get(...)
(request) - Retrieve settings from Blender

(request) A string indentifying the data to be returned
'curframe' - Returns the current animation frame
'curtime' - Returns the current animation time
'staframe' - Returns the start frame of the animation
'endframe' - Returns the end frame of the animation
'filename' - Returns the name of the last file read or written
'version' - Returns the Blender version number

Blender.Redraw(...)
() - Redraw all 3D windows

Blender.ReleaseGlobalDict(...)
(int) - Define whether the global Python Interpreter dictionary
should be cleared after the script is run. Default is
to clear (non-zero int).
() - Return the current behavior as a bool value (0 is false, 1 is true)

Blender.Set(...)
(request, data) - Update settings in Blender

(request) A string identifying the setting to change
'curframe' - Sets the current frame using the number in data

modules

Armature module

parents
Blender

modules
Bone

builtin function or methods
Get
New
get

documentation

The Blender Armature module

This module provides control over **Armature Data** objects in Blender.

builtin function or methods
Blender.Armature.Get(...)
(name) - return the armature with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all armatures in the
current scene.

Blender.Armature.New(...)
(name) - return a new Armature datablock of
optional name 'name'.

Blender.Armature.get(...)
(name) - DEPRECATED. Use 'Get' instead. return the armature with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all armatures in the
current scene.

modules

Bone module

parents
Blender
Armature

builtin function or methods
New

documentation

The Blender Bone module

This module provides control over **Bone Data** objects in Blender.

Example::

  from Blender import Armature.Bone
  l = Armature.Bone.New()

builtin function or methods
Blender.Armature.Bone.New(...)
(name) - return a new Bone of name 'name'.


BGL module

parents
Blender

builtin function or methods
Buffer
glAccum
glAlphaFunc
glAreTexturesResident
glBegin
glBindTexture
glBitmap
glBlendFunc
glCallList
glCallLists
glClear
glClearAccum
glClearColor
glClearDepth
glClearIndex
glClearStencil
glClipPlane
glColor3b
glColor3bv
glColor3d
glColor3dv
glColor3f
glColor3fv
glColor3i
glColor3iv
glColor3s
glColor3sv
glColor3ub
glColor3ubv
glColor3ui
glColor3uiv
glColor3us
glColor3usv
glColor4b
glColor4bv
glColor4d
glColor4dv
glColor4f
glColor4fv
glColor4i
glColor4iv
glColor4s
glColor4sv
glColor4ub
glColor4ubv
glColor4ui
glColor4uiv
glColor4us
glColor4usv
glColorMask
glColorMaterial
glCopyPixels
glCullFace
glDeleteLists
glDeleteTextures
glDepthFunc
glDepthMask
glDepthRange
glDisable
glDrawBuffer
glDrawPixels
glEdgeFlag
glEdgeFlagv
glEnable
glEnd
glEndList
glEvalCoord1d
glEvalCoord1dv
glEvalCoord1f
glEvalCoord1fv
glEvalCoord2d
glEvalCoord2dv
glEvalCoord2f
glEvalCoord2fv
glEvalMesh1
glEvalMesh2
glEvalPoint1
glEvalPoint2
glFeedbackBuffer
glFinish
glFlush
glFogf
glFogfv
glFogi
glFogiv
glFrontFace
glFrustum
glGenLists
glGenTextures
glGetBooleanv
glGetClipPlane
glGetDoublev
glGetError
glGetFloatv
glGetIntegerv
glGetLightfv
glGetLightiv
glGetMapdv
glGetMapfv
glGetMapiv
glGetMaterialfv
glGetMaterialiv
glGetPixelMapfv
glGetPixelMapuiv
glGetPixelMapusv
glGetPolygonStipple
glGetString
glGetTexEnvfv
glGetTexEnviv
glGetTexGendv
glGetTexGenfv
glGetTexGeniv
glGetTexImage
glGetTexLevelParameterfv
glGetTexLevelParameteriv
glGetTexParameterfv
glGetTexParameteriv
glHint
glIndexMask
glIndexd
glIndexdv
glIndexf
glIndexfv
glIndexi
glIndexiv
glIndexs
glIndexsv
glInitNames
glIsEnabled
glIsList
glIsTexture
glLightModelf
glLightModelfv
glLightModeli
glLightModeliv
glLightf
glLightfv
glLighti
glLightiv
glLineStipple
glLineWidth
glListBase
glLoadIdentity
glLoadMatrixd
glLoadMatrixf
glLoadName
glLogicOp
glMap1d
glMap1f
glMap2d
glMap2f
glMapGrid1d
glMapGrid1f
glMapGrid2d
glMapGrid2f
glMaterialf
glMaterialfv
glMateriali
glMaterialiv
glMatrixMode
glMultMatrixd
glMultMatrixf
glNewList
glNormal3b
glNormal3bv
glNormal3d
glNormal3dv
glNormal3f
glNormal3fv
glNormal3i
glNormal3iv
glNormal3s
glNormal3sv
glOrtho
glPassThrough
glPixelMapfv
glPixelMapuiv
glPixelMapusv
glPixelStoref
glPixelStorei
glPixelTransferf
glPixelTransferi
glPixelZoom
glPointSize
glPolygonMode
glPolygonOffset
glPolygonStipple
glPopAttrib
glPopMatrix
glPopName
glPrioritizeTextures
glPushAttrib
glPushMatrix
glPushName
glRasterPos2d
glRasterPos2dv
glRasterPos2f
glRasterPos2fv
glRasterPos2i
glRasterPos2iv
glRasterPos2s
glRasterPos2sv
glRasterPos3d
glRasterPos3dv
glRasterPos3f
glRasterPos3fv
glRasterPos3i
glRasterPos3iv
glRasterPos3s
glRasterPos3sv
glRasterPos4d
glRasterPos4dv
glRasterPos4f
glRasterPos4fv
glRasterPos4i
glRasterPos4iv
glRasterPos4s
glRasterPos4sv
glReadBuffer
glReadPixels
glRectd
glRectdv
glRectf
glRectfv
glRecti
glRectiv
glRects
glRectsv
glRenderMode
glRotated
glRotatef
glScaled
glScalef
glScissor
glSelectBuffer
glShadeModel
glStencilFunc
glStencilMask
glStencilOp
glTexCoord1d
glTexCoord1dv
glTexCoord1f
glTexCoord1fv
glTexCoord1i
glTexCoord1iv
glTexCoord1s
glTexCoord1sv
glTexCoord2d
glTexCoord2dv
glTexCoord2f
glTexCoord2fv
glTexCoord2i
glTexCoord2iv
glTexCoord2s
glTexCoord2sv
glTexCoord3d
glTexCoord3dv
glTexCoord3f
glTexCoord3fv
glTexCoord3i
glTexCoord3iv
glTexCoord3s
glTexCoord3sv
glTexCoord4d
glTexCoord4dv
glTexCoord4f
glTexCoord4fv
glTexCoord4i
glTexCoord4iv
glTexCoord4s
glTexCoord4sv
glTexEnvf
glTexEnvfv
glTexEnvi
glTexEnviv
glTexGend
glTexGendv
glTexGenf
glTexGenfv
glTexGeni
glTexGeniv
glTexImage1D
glTexImage2D
glTexParameterf
glTexParameterfv
glTexParameteri
glTexParameteriv
glTranslated
glTranslatef
glVertex2d
glVertex2dv
glVertex2f
glVertex2fv
glVertex2i
glVertex2iv
glVertex2s
glVertex2sv
glVertex3d
glVertex3dv
glVertex3f
glVertex3fv
glVertex3i
glVertex3iv
glVertex3s
glVertex3sv
glVertex4d
glVertex4dv
glVertex4f
glVertex4fv
glVertex4i
glVertex4iv
glVertex4s
glVertex4sv
glViewport

ints
Blender.BGL.GL_2D = 1536
Blender.BGL.GL_2_BYTES = 5127
Blender.BGL.GL_3D = 1537
Blender.BGL.GL_3D_COLOR = 1538
Blender.BGL.GL_3D_COLOR_TEXTURE = 1539
Blender.BGL.GL_3_BYTES = 5128
Blender.BGL.GL_4D_COLOR_TEXTURE = 1540
Blender.BGL.GL_4_BYTES = 5129
Blender.BGL.GL_ACCUM = 256
Blender.BGL.GL_ACCUM_ALPHA_BITS = 3419
Blender.BGL.GL_ACCUM_BLUE_BITS = 3418
Blender.BGL.GL_ACCUM_BUFFER_BIT = 512
Blender.BGL.GL_ACCUM_CLEAR_VALUE = 2944
Blender.BGL.GL_ACCUM_GREEN_BITS = 3417
Blender.BGL.GL_ACCUM_RED_BITS = 3416
Blender.BGL.GL_ADD = 260
Blender.BGL.GL_ALL_ATTRIB_BITS = 1048575
Blender.BGL.GL_ALPHA = 6406
Blender.BGL.GL_ALPHA_BIAS = 3357
Blender.BGL.GL_ALPHA_BITS = 3413
Blender.BGL.GL_ALPHA_SCALE = 3356
Blender.BGL.GL_ALPHA_TEST = 3008
Blender.BGL.GL_ALPHA_TEST_FUNC = 3009
Blender.BGL.GL_ALPHA_TEST_REF = 3010
Blender.BGL.GL_ALWAYS = 519
Blender.BGL.GL_AMBIENT = 4608
Blender.BGL.GL_AMBIENT_AND_DIFFUSE = 5634
Blender.BGL.GL_AND = 5377
Blender.BGL.GL_AND_INVERTED = 5380
Blender.BGL.GL_AND_REVERSE = 5378
Blender.BGL.GL_ATTRIB_STACK_DEPTH = 2992
Blender.BGL.GL_AUTO_NORMAL = 3456
Blender.BGL.GL_AUX0 = 1033
Blender.BGL.GL_AUX1 = 1034
Blender.BGL.GL_AUX2 = 1035
Blender.BGL.GL_AUX3 = 1036
Blender.BGL.GL_AUX_BUFFERS = 3072
Blender.BGL.GL_BACK = 1029
Blender.BGL.GL_BACK_LEFT = 1026
Blender.BGL.GL_BACK_RIGHT = 1027
Blender.BGL.GL_BITMAP = 6656
Blender.BGL.GL_BITMAP_TOKEN = 1796
Blender.BGL.GL_BLEND = 3042
Blender.BGL.GL_BLEND_DST = 3040
Blender.BGL.GL_BLEND_SRC = 3041
Blender.BGL.GL_BLUE = 6405
Blender.BGL.GL_BLUE_BIAS = 3355
Blender.BGL.GL_BLUE_BITS = 3412
Blender.BGL.GL_BLUE_SCALE = 3354
Blender.BGL.GL_BYTE = 5120
Blender.BGL.GL_CCW = 2305
Blender.BGL.GL_CLAMP = 10496
Blender.BGL.GL_CLEAR = 5376
Blender.BGL.GL_CLIP_PLANE0 = 12288
Blender.BGL.GL_CLIP_PLANE1 = 12289
Blender.BGL.GL_CLIP_PLANE2 = 12290
Blender.BGL.GL_CLIP_PLANE3 = 12291
Blender.BGL.GL_CLIP_PLANE4 = 12292
Blender.BGL.GL_CLIP_PLANE5 = 12293
Blender.BGL.GL_COEFF = 2560
Blender.BGL.GL_COLOR = 6144
Blender.BGL.GL_COLOR_BUFFER_BIT = 16384
Blender.BGL.GL_COLOR_CLEAR_VALUE = 3106
Blender.BGL.GL_COLOR_INDEX = 6400
Blender.BGL.GL_COLOR_INDEXES = 5635
Blender.BGL.GL_COLOR_MATERIAL = 2903
Blender.BGL.GL_COLOR_MATERIAL_FACE = 2901
Blender.BGL.GL_COLOR_MATERIAL_PARAMETER = 2902
Blender.BGL.GL_COLOR_WRITEMASK = 3107
Blender.BGL.GL_COMPILE = 4864
Blender.BGL.GL_COMPILE_AND_EXECUTE = 4865
Blender.BGL.GL_CONSTANT_ATTENUATION = 4615
Blender.BGL.GL_COPY = 5379
Blender.BGL.GL_COPY_INVERTED = 5388
Blender.BGL.GL_COPY_PIXEL_TOKEN = 1798
Blender.BGL.GL_CULL_FACE = 2884
Blender.BGL.GL_CULL_FACE_MODE = 2885
Blender.BGL.GL_CURRENT_BIT = 1
Blender.BGL.GL_CURRENT_COLOR = 2816
Blender.BGL.GL_CURRENT_INDEX = 2817
Blender.BGL.GL_CURRENT_NORMAL = 2818
Blender.BGL.GL_CURRENT_RASTER_COLOR = 2820
Blender.BGL.GL_CURRENT_RASTER_DISTANCE = 2825
Blender.BGL.GL_CURRENT_RASTER_INDEX = 2821
Blender.BGL.GL_CURRENT_RASTER_POSITION = 2823
Blender.BGL.GL_CURRENT_RASTER_POSITION_VALID = 2824
Blender.BGL.GL_CURRENT_RASTER_TEXTURE_COORDS = 2822
Blender.BGL.GL_CURRENT_TEXTURE_COORDS = 2819
Blender.BGL.GL_CW = 2304
Blender.BGL.GL_DECAL = 8449
Blender.BGL.GL_DECR = 7683
Blender.BGL.GL_DEPTH = 6145
Blender.BGL.GL_DEPTH_BIAS = 3359
Blender.BGL.GL_DEPTH_BITS = 3414
Blender.BGL.GL_DEPTH_BUFFER_BIT = 256
Blender.BGL.GL_DEPTH_CLEAR_VALUE = 2931
Blender.BGL.GL_DEPTH_COMPONENT = 6402
Blender.BGL.GL_DEPTH_FUNC = 2932
Blender.BGL.GL_DEPTH_RANGE = 2928
Blender.BGL.GL_DEPTH_SCALE = 3358
Blender.BGL.GL_DEPTH_TEST = 2929
Blender.BGL.GL_DEPTH_WRITEMASK = 2930
Blender.BGL.GL_DIFFUSE = 4609
Blender.BGL.GL_DITHER = 3024
Blender.BGL.GL_DOMAIN = 2562
Blender.BGL.GL_DONT_CARE = 4352
Blender.BGL.GL_DOUBLEBUFFER = 3122
Blender.BGL.GL_DRAW_BUFFER = 3073
Blender.BGL.GL_DRAW_PIXEL_TOKEN = 1797
Blender.BGL.GL_DST_ALPHA = 772
Blender.BGL.GL_DST_COLOR = 774
Blender.BGL.GL_EDGE_FLAG = 2883
Blender.BGL.GL_EMISSION = 5632
Blender.BGL.GL_ENABLE_BIT = 8192
Blender.BGL.GL_EQUAL = 514
Blender.BGL.GL_EQUIV = 5385
Blender.BGL.GL_EVAL_BIT = 65536
Blender.BGL.GL_EXP = 2048
Blender.BGL.GL_EXP2 = 2049
Blender.BGL.GL_EXTENSIONS = 7939
Blender.BGL.GL_EYE_LINEAR = 9216
Blender.BGL.GL_EYE_PLANE = 9474
Blender.BGL.GL_FALSE = 0
Blender.BGL.GL_FASTEST = 4353
Blender.BGL.GL_FEEDBACK = 7169
Blender.BGL.GL_FILL = 6914
Blender.BGL.GL_FLAT = 7424
Blender.BGL.GL_FLOAT = 5126
Blender.BGL.GL_FOG = 2912
Blender.BGL.GL_FOG_BIT = 128
Blender.BGL.GL_FOG_COLOR = 2918
Blender.BGL.GL_FOG_DENSITY = 2914
Blender.BGL.GL_FOG_END = 2916
Blender.BGL.GL_FOG_HINT = 3156
Blender.BGL.GL_FOG_INDEX = 2913
Blender.BGL.GL_FOG_MODE = 2917
Blender.BGL.GL_FOG_START = 2915
Blender.BGL.GL_FRONT = 1028
Blender.BGL.GL_FRONT_AND_BACK = 1032
Blender.BGL.GL_FRONT_FACE = 2886
Blender.BGL.GL_FRONT_LEFT = 1024
Blender.BGL.GL_FRONT_RIGHT = 1025
Blender.BGL.GL_GEQUAL = 518
Blender.BGL.GL_GREATER = 516
Blender.BGL.GL_GREEN = 6404
Blender.BGL.GL_GREEN_BIAS = 3353
Blender.BGL.GL_GREEN_BITS = 3411
Blender.BGL.GL_GREEN_SCALE = 3352
Blender.BGL.GL_HINT_BIT = 32768
Blender.BGL.GL_INCR = 7682
Blender.BGL.GL_INDEX_BITS = 3409
Blender.BGL.GL_INDEX_CLEAR_VALUE = 3104
Blender.BGL.GL_INDEX_MODE = 3120
Blender.BGL.GL_INDEX_OFFSET = 3347
Blender.BGL.GL_INDEX_SHIFT = 3346
Blender.BGL.GL_INDEX_WRITEMASK = 3105
Blender.BGL.GL_INT = 5124
Blender.BGL.GL_INVALID_ENUM = 1280
Blender.BGL.GL_INVALID_OPERATION = 1282
Blender.BGL.GL_INVALID_VALUE = 1281
Blender.BGL.GL_INVERT = 5386
Blender.BGL.GL_KEEP = 7680
Blender.BGL.GL_LEFT = 1030
Blender.BGL.GL_LEQUAL = 515
Blender.BGL.GL_LESS = 513
Blender.BGL.GL_LIGHT0 = 16384
Blender.BGL.GL_LIGHT1 = 16385
Blender.BGL.GL_LIGHT2 = 16386
Blender.BGL.GL_LIGHT3 = 16387
Blender.BGL.GL_LIGHT4 = 16388
Blender.BGL.GL_LIGHT5 = 16389
Blender.BGL.GL_LIGHT6 = 16390
Blender.BGL.GL_LIGHT7 = 16391
Blender.BGL.GL_LIGHTING = 2896
Blender.BGL.GL_LIGHTING_BIT = 64
Blender.BGL.GL_LIGHT_MODEL_AMBIENT = 2899
Blender.BGL.GL_LIGHT_MODEL_LOCAL_VIEWER = 2897
Blender.BGL.GL_LIGHT_MODEL_TWO_SIDE = 2898
Blender.BGL.GL_LINE = 6913
Blender.BGL.GL_LINEAR = 9729
Blender.BGL.GL_LINEAR_ATTENUATION = 4616
Blender.BGL.GL_LINEAR_MIPMAP_LINEAR = 9987
Blender.BGL.GL_LINEAR_MIPMAP_NEAREST = 9985
Blender.BGL.GL_LINES = 1
Blender.BGL.GL_LINE_BIT = 4
Blender.BGL.GL_LINE_LOOP = 2
Blender.BGL.GL_LINE_RESET_TOKEN = 1799
Blender.BGL.GL_LINE_SMOOTH = 2848
Blender.BGL.GL_LINE_SMOOTH_HINT = 3154
Blender.BGL.GL_LINE_STIPPLE = 2852
Blender.BGL.GL_LINE_STIPPLE_PATTERN = 2853
Blender.BGL.GL_LINE_STIPPLE_REPEAT = 2854
Blender.BGL.GL_LINE_STRIP = 3
Blender.BGL.GL_LINE_TOKEN = 1794
Blender.BGL.GL_LINE_WIDTH = 2849
Blender.BGL.GL_LINE_WIDTH_GRANULARITY = 2851
Blender.BGL.GL_LINE_WIDTH_RANGE = 2850
Blender.BGL.GL_LIST_BASE = 2866
Blender.BGL.GL_LIST_BIT = 131072
Blender.BGL.GL_LIST_INDEX = 2867
Blender.BGL.GL_LIST_MODE = 2864
Blender.BGL.GL_LOAD = 257
Blender.BGL.GL_LOGIC_OP = 3057
Blender.BGL.GL_LOGIC_OP_MODE = 3056
Blender.BGL.GL_LUMINANCE = 6409
Blender.BGL.GL_LUMINANCE_ALPHA = 6410
Blender.BGL.GL_MAP1_COLOR_4 = 3472
Blender.BGL.GL_MAP1_GRID_DOMAIN = 3536
Blender.BGL.GL_MAP1_GRID_SEGMENTS = 3537
Blender.BGL.GL_MAP1_INDEX = 3473
Blender.BGL.GL_MAP1_NORMAL = 3474
Blender.BGL.GL_MAP1_TEXTURE_COORD_1 = 3475
Blender.BGL.GL_MAP1_TEXTURE_COORD_2 = 3476
Blender.BGL.GL_MAP1_TEXTURE_COORD_3 = 3477
Blender.BGL.GL_MAP1_TEXTURE_COORD_4 = 3478
Blender.BGL.GL_MAP1_VERTEX_3 = 3479
Blender.BGL.GL_MAP1_VERTEX_4 = 3480
Blender.BGL.GL_MAP2_COLOR_4 = 3504
Blender.BGL.GL_MAP2_GRID_DOMAIN = 3538
Blender.BGL.GL_MAP2_GRID_SEGMENTS = 3539
Blender.BGL.GL_MAP2_INDEX = 3505
Blender.BGL.GL_MAP2_NORMAL = 3506
Blender.BGL.GL_MAP2_TEXTURE_COORD_1 = 3507
Blender.BGL.GL_MAP2_TEXTURE_COORD_2 = 3508
Blender.BGL.GL_MAP2_TEXTURE_COORD_3 = 3509
Blender.BGL.GL_MAP2_TEXTURE_COORD_4 = 3510
Blender.BGL.GL_MAP2_VERTEX_3 = 3511
Blender.BGL.GL_MAP2_VERTEX_4 = 3512
Blender.BGL.GL_MAP_COLOR = 3344
Blender.BGL.GL_MAP_STENCIL = 3345
Blender.BGL.GL_MATRIX_MODE = 2976
Blender.BGL.GL_MAX_ATTRIB_STACK_DEPTH = 3381
Blender.BGL.GL_MAX_CLIP_PLANES = 3378
Blender.BGL.GL_MAX_EVAL_ORDER = 3376
Blender.BGL.GL_MAX_LIGHTS = 3377
Blender.BGL.GL_MAX_LIST_NESTING = 2865
Blender.BGL.GL_MAX_MODELVIEW_STACK_DEPTH = 3382
Blender.BGL.GL_MAX_NAME_STACK_DEPTH = 3383
Blender.BGL.GL_MAX_PIXEL_MAP_TABLE = 3380
Blender.BGL.GL_MAX_PROJECTION_STACK_DEPTH = 3384
Blender.BGL.GL_MAX_TEXTURE_SIZE = 3379
Blender.BGL.GL_MAX_TEXTURE_STACK_DEPTH = 3385
Blender.BGL.GL_MAX_VIEWPORT_DIMS = 3386
Blender.BGL.GL_MODELVIEW = 5888
Blender.BGL.GL_MODELVIEW_MATRIX = 2982
Blender.BGL.GL_MODELVIEW_STACK_DEPTH = 2979
Blender.BGL.GL_MODULATE = 8448
Blender.BGL.GL_MULT = 259
Blender.BGL.GL_NAME_STACK_DEPTH = 3440
Blender.BGL.GL_NAND = 5390
Blender.BGL.GL_NEAREST = 9728
Blender.BGL.GL_NEAREST_MIPMAP_LINEAR = 9986
Blender.BGL.GL_NEAREST_MIPMAP_NEAREST = 9984
Blender.BGL.GL_NEVER = 512
Blender.BGL.GL_NICEST = 4354
Blender.BGL.GL_NONE = 0
Blender.BGL.GL_NOOP = 5381
Blender.BGL.GL_NOR = 5384
Blender.BGL.GL_NORMALIZE = 2977
Blender.BGL.GL_NOTEQUAL = 517
Blender.BGL.GL_NO_ERROR = 0
Blender.BGL.GL_OBJECT_LINEAR = 9217
Blender.BGL.GL_OBJECT_PLANE = 9473
Blender.BGL.GL_ONE = 1
Blender.BGL.GL_ONE_MINUS_DST_ALPHA = 773
Blender.BGL.GL_ONE_MINUS_DST_COLOR = 775
Blender.BGL.GL_ONE_MINUS_SRC_ALPHA = 771
Blender.BGL.GL_ONE_MINUS_SRC_COLOR = 769
Blender.BGL.GL_OR = 5383
Blender.BGL.GL_ORDER = 2561
Blender.BGL.GL_OR_INVERTED = 5389
Blender.BGL.GL_OR_REVERSE = 5387
Blender.BGL.GL_OUT_OF_MEMORY = 1285
Blender.BGL.GL_PACK_ALIGNMENT = 3333
Blender.BGL.GL_PACK_LSB_FIRST = 3329
Blender.BGL.GL_PACK_ROW_LENGTH = 3330
Blender.BGL.GL_PACK_SKIP_PIXELS = 3332
Blender.BGL.GL_PACK_SKIP_ROWS = 3331
Blender.BGL.GL_PACK_SWAP_BYTES = 3328
Blender.BGL.GL_PASS_THROUGH_TOKEN = 1792
Blender.BGL.GL_PERSPECTIVE_CORRECTION_HINT = 3152
Blender.BGL.GL_PIXEL_MAP_A_TO_A = 3193
Blender.BGL.GL_PIXEL_MAP_A_TO_A_SIZE = 3257
Blender.BGL.GL_PIXEL_MAP_B_TO_B = 3192
Blender.BGL.GL_PIXEL_MAP_B_TO_B_SIZE = 3256
Blender.BGL.GL_PIXEL_MAP_G_TO_G = 3191
Blender.BGL.GL_PIXEL_MAP_G_TO_G_SIZE = 3255
Blender.BGL.GL_PIXEL_MAP_I_TO_A = 3189
Blender.BGL.GL_PIXEL_MAP_I_TO_A_SIZE = 3253
Blender.BGL.GL_PIXEL_MAP_I_TO_B = 3188
Blender.BGL.GL_PIXEL_MAP_I_TO_B_SIZE = 3252
Blender.BGL.GL_PIXEL_MAP_I_TO_G = 3187
Blender.BGL.GL_PIXEL_MAP_I_TO_G_SIZE = 3251
Blender.BGL.GL_PIXEL_MAP_I_TO_I = 3184
Blender.BGL.GL_PIXEL_MAP_I_TO_I_SIZE = 3248
Blender.BGL.GL_PIXEL_MAP_I_TO_R = 3186
Blender.BGL.GL_PIXEL_MAP_I_TO_R_SIZE = 3250
Blender.BGL.GL_PIXEL_MAP_R_TO_R = 3190
Blender.BGL.GL_PIXEL_MAP_R_TO_R_SIZE = 3254
Blender.BGL.GL_PIXEL_MAP_S_TO_S = 3185
Blender.BGL.GL_PIXEL_MAP_S_TO_S_SIZE = 3249
Blender.BGL.GL_PIXEL_MODE_BIT = 32
Blender.BGL.GL_POINT = 6912
Blender.BGL.GL_POINTS = 0
Blender.BGL.GL_POINT_BIT = 2
Blender.BGL.GL_POINT_SIZE = 2833
Blender.BGL.GL_POINT_SIZE_GRANULARITY = 2835
Blender.BGL.GL_POINT_SIZE_RANGE = 2834
Blender.BGL.GL_POINT_SMOOTH = 2832
Blender.BGL.GL_POINT_SMOOTH_HINT = 3153
Blender.BGL.GL_POINT_TOKEN = 1793
Blender.BGL.GL_POLYGON = 9
Blender.BGL.GL_POLYGON_BIT = 8
Blender.BGL.GL_POLYGON_MODE = 2880
Blender.BGL.GL_POLYGON_OFFSET_FACTOR = 32824
Blender.BGL.GL_POLYGON_OFFSET_FILL = 32823
Blender.BGL.GL_POLYGON_OFFSET_LINE = 10754
Blender.BGL.GL_POLYGON_OFFSET_POINT = 10753
Blender.BGL.GL_POLYGON_OFFSET_UNITS = 10752
Blender.BGL.GL_POLYGON_SMOOTH = 2881
Blender.BGL.GL_POLYGON_SMOOTH_HINT = 3155
Blender.BGL.GL_POLYGON_STIPPLE = 2882
Blender.BGL.GL_POLYGON_STIPPLE_BIT = 16
Blender.BGL.GL_POLYGON_TOKEN = 1795
Blender.BGL.GL_POSITION = 4611
Blender.BGL.GL_PROJECTION = 5889
Blender.BGL.GL_PROJECTION_MATRIX = 2983
Blender.BGL.GL_PROJECTION_STACK_DEPTH = 2980
Blender.BGL.GL_Q = 8195
Blender.BGL.GL_QUADRATIC_ATTENUATION = 4617
Blender.BGL.GL_QUADS = 7
Blender.BGL.GL_QUAD_STRIP = 8
Blender.BGL.GL_R = 8194
Blender.BGL.GL_READ_BUFFER = 3074
Blender.BGL.GL_RED = 6403
Blender.BGL.GL_RED_BIAS = 3349
Blender.BGL.GL_RED_BITS = 3410
Blender.BGL.GL_RED_SCALE = 3348
Blender.BGL.GL_RENDER = 7168
Blender.BGL.GL_RENDERER = 7937
Blender.BGL.GL_RENDER_MODE = 3136
Blender.BGL.GL_REPEAT = 10497
Blender.BGL.GL_REPLACE = 7681
Blender.BGL.GL_RETURN = 258
Blender.BGL.GL_RGB = 6407
Blender.BGL.GL_RGBA = 6408
Blender.BGL.GL_RGBA_MODE = 3121
Blender.BGL.GL_RIGHT = 1031
Blender.BGL.GL_S = 8192
Blender.BGL.GL_SCISSOR_BIT = 524288
Blender.BGL.GL_SCISSOR_BOX = 3088
Blender.BGL.GL_SCISSOR_TEST = 3089
Blender.BGL.GL_SELECT = 7170
Blender.BGL.GL_SET = 5391
Blender.BGL.GL_SHADE_MODEL = 2900
Blender.BGL.GL_SHININESS = 5633
Blender.BGL.GL_SHORT = 5122
Blender.BGL.GL_SMOOTH = 7425
Blender.BGL.GL_SPECULAR = 4610
Blender.BGL.GL_SPHERE_MAP = 9218
Blender.BGL.GL_SPOT_CUTOFF = 4614
Blender.BGL.GL_SPOT_DIRECTION = 4612
Blender.BGL.GL_SPOT_EXPONENT = 4613
Blender.BGL.GL_SRC_ALPHA = 770
Blender.BGL.GL_SRC_ALPHA_SATURATE = 776
Blender.BGL.GL_SRC_COLOR = 768
Blender.BGL.GL_STACK_OVERFLOW = 1283
Blender.BGL.GL_STACK_UNDERFLOW = 1284
Blender.BGL.GL_STENCIL = 6146
Blender.BGL.GL_STENCIL_BITS = 3415
Blender.BGL.GL_STENCIL_BUFFER_BIT = 1024
Blender.BGL.GL_STENCIL_CLEAR_VALUE = 2961
Blender.BGL.GL_STENCIL_FAIL = 2964
Blender.BGL.GL_STENCIL_FUNC = 2962
Blender.BGL.GL_STENCIL_INDEX = 6401
Blender.BGL.GL_STENCIL_PASS_DEPTH_FAIL = 2965
Blender.BGL.GL_STENCIL_PASS_DEPTH_PASS = 2966
Blender.BGL.GL_STENCIL_REF = 2967
Blender.BGL.GL_STENCIL_TEST = 2960
Blender.BGL.GL_STENCIL_VALUE_MASK = 2963
Blender.BGL.GL_STENCIL_WRITEMASK = 2968
Blender.BGL.GL_STEREO = 3123
Blender.BGL.GL_SUBPIXEL_BITS = 3408
Blender.BGL.GL_T = 8193
Blender.BGL.GL_TEXTURE = 5890
Blender.BGL.GL_TEXTURE_1D = 3552
Blender.BGL.GL_TEXTURE_2D = 3553
Blender.BGL.GL_TEXTURE_BINDING_1D = 32872
Blender.BGL.GL_TEXTURE_BINDING_2D = 32873
Blender.BGL.GL_TEXTURE_BIT = 262144
Blender.BGL.GL_TEXTURE_BORDER = 4101
Blender.BGL.GL_TEXTURE_BORDER_COLOR = 4100
Blender.BGL.GL_TEXTURE_COMPONENTS = 4099
Blender.BGL.GL_TEXTURE_ENV = 8960
Blender.BGL.GL_TEXTURE_ENV_COLOR = 8705
Blender.BGL.GL_TEXTURE_ENV_MODE = 8704
Blender.BGL.GL_TEXTURE_GEN_MODE = 9472
Blender.BGL.GL_TEXTURE_GEN_Q = 3171
Blender.BGL.GL_TEXTURE_GEN_R = 3170
Blender.BGL.GL_TEXTURE_GEN_S = 3168
Blender.BGL.GL_TEXTURE_GEN_T = 3169
Blender.BGL.GL_TEXTURE_HEIGHT = 4097
Blender.BGL.GL_TEXTURE_MAG_FILTER = 10240
Blender.BGL.GL_TEXTURE_MATRIX = 2984
Blender.BGL.GL_TEXTURE_MIN_FILTER = 10241
Blender.BGL.GL_TEXTURE_PRIORITY = 32870
Blender.BGL.GL_TEXTURE_RESIDENT = 32871
Blender.BGL.GL_TEXTURE_STACK_DEPTH = 2981
Blender.BGL.GL_TEXTURE_WIDTH = 4096
Blender.BGL.GL_TEXTURE_WRAP_S = 10242
Blender.BGL.GL_TEXTURE_WRAP_T = 10243
Blender.BGL.GL_TRANSFORM_BIT = 4096
Blender.BGL.GL_TRIANGLES = 4
Blender.BGL.GL_TRIANGLE_FAN = 6
Blender.BGL.GL_TRIANGLE_STRIP = 5
Blender.BGL.GL_TRUE = 1
Blender.BGL.GL_UNPACK_ALIGNMENT = 3317
Blender.BGL.GL_UNPACK_LSB_FIRST = 3313
Blender.BGL.GL_UNPACK_ROW_LENGTH = 3314
Blender.BGL.GL_UNPACK_SKIP_PIXELS = 3316
Blender.BGL.GL_UNPACK_SKIP_ROWS = 3315
Blender.BGL.GL_UNPACK_SWAP_BYTES = 3312
Blender.BGL.GL_UNSIGNED_BYTE = 5121
Blender.BGL.GL_UNSIGNED_INT = 5125
Blender.BGL.GL_UNSIGNED_SHORT = 5123
Blender.BGL.GL_VENDOR = 7936
Blender.BGL.GL_VERSION = 7938
Blender.BGL.GL_VIEWPORT = 2978
Blender.BGL.GL_VIEWPORT_BIT = 2048
Blender.BGL.GL_XOR = 5382
Blender.BGL.GL_ZERO = 0
Blender.BGL.GL_ZOOM_X = 3350
Blender.BGL.GL_ZOOM_Y = 3351

builtin function or methods
Blender.BGL.Buffer(...)
(type, dimensions, [template]) - Create a new Buffer object

(type) - The format to store data in
(dimensions) - An int or sequence specifying the dimensions of the buffer
[template] - A sequence of matching dimensions to the buffer to be created
which will be used to initialize the Buffer.

If a template is not passed in all fields will be initialized to 0.

The type should be one of GL_BYTE, GL_SHORT, GL_INT, or GL_FLOAT.
If the dimensions are specified as an int a linear buffer will be
created. If a sequence is passed for the dimensions the buffer
will have len(sequence) dimensions, where the size for each dimension
is determined by the value in the sequence at that index.

For example, passing [100, 100] will create a 2 dimensional
square buffer. Passing [16, 16, 32] will create a 3 dimensional
buffer which is twice as deep as it is wide or high.

Blender.BGL.glAccum(...)
Blender.BGL.glAlphaFunc(...)
Blender.BGL.glAreTexturesResident(...)
Blender.BGL.glBegin(...)
Blender.BGL.glBindTexture(...)
Blender.BGL.glBitmap(...)
Blender.BGL.glBlendFunc(...)
Blender.BGL.glCallList(...)
Blender.BGL.glCallLists(...)
Blender.BGL.glClear(...)
Blender.BGL.glClearAccum(...)
Blender.BGL.glClearColor(...)
Blender.BGL.glClearDepth(...)
Blender.BGL.glClearIndex(...)
Blender.BGL.glClearStencil(...)
Blender.BGL.glClipPlane(...)
Blender.BGL.glColor3b(...)
Blender.BGL.glColor3bv(...)
Blender.BGL.glColor3d(...)
Blender.BGL.glColor3dv(...)
Blender.BGL.glColor3f(...)
Blender.BGL.glColor3fv(...)
Blender.BGL.glColor3i(...)
Blender.BGL.glColor3iv(...)
Blender.BGL.glColor3s(...)
Blender.BGL.glColor3sv(...)
Blender.BGL.glColor3ub(...)
Blender.BGL.glColor3ubv(...)
Blender.BGL.glColor3ui(...)
Blender.BGL.glColor3uiv(...)
Blender.BGL.glColor3us(...)
Blender.BGL.glColor3usv(...)
Blender.BGL.glColor4b(...)
Blender.BGL.glColor4bv(...)
Blender.BGL.glColor4d(...)
Blender.BGL.glColor4dv(...)
Blender.BGL.glColor4f(...)
Blender.BGL.glColor4fv(...)
Blender.BGL.glColor4i(...)
Blender.BGL.glColor4iv(...)
Blender.BGL.glColor4s(...)
Blender.BGL.glColor4sv(...)
Blender.BGL.glColor4ub(...)
Blender.BGL.glColor4ubv(...)
Blender.BGL.glColor4ui(...)
Blender.BGL.glColor4uiv(...)
Blender.BGL.glColor4us(...)
Blender.BGL.glColor4usv(...)
Blender.BGL.glColorMask(...)
Blender.BGL.glColorMaterial(...)
Blender.BGL.glCopyPixels(...)
Blender.BGL.glCullFace(...)
Blender.BGL.glDeleteLists(...)
Blender.BGL.glDeleteTextures(...)
Blender.BGL.glDepthFunc(...)
Blender.BGL.glDepthMask(...)
Blender.BGL.glDepthRange(...)
Blender.BGL.glDisable(...)
Blender.BGL.glDrawBuffer(...)
Blender.BGL.glDrawPixels(...)
Blender.BGL.glEdgeFlag(...)
Blender.BGL.glEdgeFlagv(...)
Blender.BGL.glEnable(...)
Blender.BGL.glEnd(...)
Blender.BGL.glEndList(...)
Blender.BGL.glEvalCoord1d(...)
Blender.BGL.glEvalCoord1dv(...)
Blender.BGL.glEvalCoord1f(...)
Blender.BGL.glEvalCoord1fv(...)
Blender.BGL.glEvalCoord2d(...)
Blender.BGL.glEvalCoord2dv(...)
Blender.BGL.glEvalCoord2f(...)
Blender.BGL.glEvalCoord2fv(...)
Blender.BGL.glEvalMesh1(...)
Blender.BGL.glEvalMesh2(...)
Blender.BGL.glEvalPoint1(...)
Blender.BGL.glEvalPoint2(...)
Blender.BGL.glFeedbackBuffer(...)
Blender.BGL.glFinish(...)
Blender.BGL.glFlush(...)
Blender.BGL.glFogf(...)
Blender.BGL.glFogfv(...)
Blender.BGL.glFogi(...)
Blender.BGL.glFogiv(...)
Blender.BGL.glFrontFace(...)
Blender.BGL.glFrustum(...)
Blender.BGL.glGenLists(...)
Blender.BGL.glGenTextures(...)
Blender.BGL.glGetBooleanv(...)
Blender.BGL.glGetClipPlane(...)
Blender.BGL.glGetDoublev(...)
Blender.BGL.glGetError(...)
Blender.BGL.glGetFloatv(...)
Blender.BGL.glGetIntegerv(...)
Blender.BGL.glGetLightfv(...)
Blender.BGL.glGetLightiv(...)
Blender.BGL.glGetMapdv(...)
Blender.BGL.glGetMapfv(...)
Blender.BGL.glGetMapiv(...)
Blender.BGL.glGetMaterialfv(...)
Blender.BGL.glGetMaterialiv(...)
Blender.BGL.glGetPixelMapfv(...)
Blender.BGL.glGetPixelMapuiv(...)
Blender.BGL.glGetPixelMapusv(...)
Blender.BGL.glGetPolygonStipple(...)
Blender.BGL.glGetString(...)
Blender.BGL.glGetTexEnvfv(...)
Blender.BGL.glGetTexEnviv(...)
Blender.BGL.glGetTexGendv(...)
Blender.BGL.glGetTexGenfv(...)
Blender.BGL.glGetTexGeniv(...)
Blender.BGL.glGetTexImage(...)
Blender.BGL.glGetTexLevelParameterfv(...)
Blender.BGL.glGetTexLevelParameteriv(...)
Blender.BGL.glGetTexParameterfv(...)
Blender.BGL.glGetTexParameteriv(...)
Blender.BGL.glHint(...)
Blender.BGL.glIndexMask(...)
Blender.BGL.glIndexd(...)
Blender.BGL.glIndexdv(...)
Blender.BGL.glIndexf(...)
Blender.BGL.glIndexfv(...)
Blender.BGL.glIndexi(...)
Blender.BGL.glIndexiv(...)
Blender.BGL.glIndexs(...)
Blender.BGL.glIndexsv(...)
Blender.BGL.glInitNames(...)
Blender.BGL.glIsEnabled(...)
Blender.BGL.glIsList(...)
Blender.BGL.glIsTexture(...)
Blender.BGL.glLightModelf(...)
Blender.BGL.glLightModelfv(...)
Blender.BGL.glLightModeli(...)
Blender.BGL.glLightModeliv(...)
Blender.BGL.glLightf(...)
Blender.BGL.glLightfv(...)
Blender.BGL.glLighti(...)
Blender.BGL.glLightiv(...)
Blender.BGL.glLineStipple(...)
Blender.BGL.glLineWidth(...)
Blender.BGL.glListBase(...)
Blender.BGL.glLoadIdentity(...)
Blender.BGL.glLoadMatrixd(...)
Blender.BGL.glLoadMatrixf(...)
Blender.BGL.glLoadName(...)
Blender.BGL.glLogicOp(...)
Blender.BGL.glMap1d(...)
Blender.BGL.glMap1f(...)
Blender.BGL.glMap2d(...)
Blender.BGL.glMap2f(...)
Blender.BGL.glMapGrid1d(...)
Blender.BGL.glMapGrid1f(...)
Blender.BGL.glMapGrid2d(...)
Blender.BGL.glMapGrid2f(...)
Blender.BGL.glMaterialf(...)
Blender.BGL.glMaterialfv(...)
Blender.BGL.glMateriali(...)
Blender.BGL.glMaterialiv(...)
Blender.BGL.glMatrixMode(...)
Blender.BGL.glMultMatrixd(...)
Blender.BGL.glMultMatrixf(...)
Blender.BGL.glNewList(...)
Blender.BGL.glNormal3b(...)
Blender.BGL.glNormal3bv(...)
Blender.BGL.glNormal3d(...)
Blender.BGL.glNormal3dv(...)
Blender.BGL.glNormal3f(...)
Blender.BGL.glNormal3fv(...)
Blender.BGL.glNormal3i(...)
Blender.BGL.glNormal3iv(...)
Blender.BGL.glNormal3s(...)
Blender.BGL.glNormal3sv(...)
Blender.BGL.glOrtho(...)
Blender.BGL.glPassThrough(...)
Blender.BGL.glPixelMapfv(...)
Blender.BGL.glPixelMapuiv(...)
Blender.BGL.glPixelMapusv(...)
Blender.BGL.glPixelStoref(...)
Blender.BGL.glPixelStorei(...)
Blender.BGL.glPixelTransferf(...)
Blender.BGL.glPixelTransferi(...)
Blender.BGL.glPixelZoom(...)
Blender.BGL.glPointSize(...)
Blender.BGL.glPolygonMode(...)
Blender.BGL.glPolygonOffset(...)
Blender.BGL.glPolygonStipple(...)
Blender.BGL.glPopAttrib(...)
Blender.BGL.glPopMatrix(...)
Blender.BGL.glPopName(...)
Blender.BGL.glPrioritizeTextures(...)
Blender.BGL.glPushAttrib(...)
Blender.BGL.glPushMatrix(...)
Blender.BGL.glPushName(...)
Blender.BGL.glRasterPos2d(...)
Blender.BGL.glRasterPos2dv(...)
Blender.BGL.glRasterPos2f(...)
Blender.BGL.glRasterPos2fv(...)
Blender.BGL.glRasterPos2i(...)
Blender.BGL.glRasterPos2iv(...)
Blender.BGL.glRasterPos2s(...)
Blender.BGL.glRasterPos2sv(...)
Blender.BGL.glRasterPos3d(...)
Blender.BGL.glRasterPos3dv(...)
Blender.BGL.glRasterPos3f(...)
Blender.BGL.glRasterPos3fv(...)
Blender.BGL.glRasterPos3i(...)
Blender.BGL.glRasterPos3iv(...)
Blender.BGL.glRasterPos3s(...)
Blender.BGL.glRasterPos3sv(...)
Blender.BGL.glRasterPos4d(...)
Blender.BGL.glRasterPos4dv(...)
Blender.BGL.glRasterPos4f(...)
Blender.BGL.glRasterPos4fv(...)
Blender.BGL.glRasterPos4i(...)
Blender.BGL.glRasterPos4iv(...)
Blender.BGL.glRasterPos4s(...)
Blender.BGL.glRasterPos4sv(...)
Blender.BGL.glReadBuffer(...)
Blender.BGL.glReadPixels(...)
Blender.BGL.glRectd(...)
Blender.BGL.glRectdv(...)
Blender.BGL.glRectf(...)
Blender.BGL.glRectfv(...)
Blender.BGL.glRecti(...)
Blender.BGL.glRectiv(...)
Blender.BGL.glRects(...)
Blender.BGL.glRectsv(...)
Blender.BGL.glRenderMode(...)
Blender.BGL.glRotated(...)
Blender.BGL.glRotatef(...)
Blender.BGL.glScaled(...)
Blender.BGL.glScalef(...)
Blender.BGL.glScissor(...)
Blender.BGL.glSelectBuffer(...)
Blender.BGL.glShadeModel(...)
Blender.BGL.glStencilFunc(...)
Blender.BGL.glStencilMask(...)
Blender.BGL.glStencilOp(...)
Blender.BGL.glTexCoord1d(...)
Blender.BGL.glTexCoord1dv(...)
Blender.BGL.glTexCoord1f(...)
Blender.BGL.glTexCoord1fv(...)
Blender.BGL.glTexCoord1i(...)
Blender.BGL.glTexCoord1iv(...)
Blender.BGL.glTexCoord1s(...)
Blender.BGL.glTexCoord1sv(...)
Blender.BGL.glTexCoord2d(...)
Blender.BGL.glTexCoord2dv(...)
Blender.BGL.glTexCoord2f(...)
Blender.BGL.glTexCoord2fv(...)
Blender.BGL.glTexCoord2i(...)
Blender.BGL.glTexCoord2iv(...)
Blender.BGL.glTexCoord2s(...)
Blender.BGL.glTexCoord2sv(...)
Blender.BGL.glTexCoord3d(...)
Blender.BGL.glTexCoord3dv(...)
Blender.BGL.glTexCoord3f(...)
Blender.BGL.glTexCoord3fv(...)
Blender.BGL.glTexCoord3i(...)
Blender.BGL.glTexCoord3iv(...)
Blender.BGL.glTexCoord3s(...)
Blender.BGL.glTexCoord3sv(...)
Blender.BGL.glTexCoord4d(...)
Blender.BGL.glTexCoord4dv(...)
Blender.BGL.glTexCoord4f(...)
Blender.BGL.glTexCoord4fv(...)
Blender.BGL.glTexCoord4i(...)
Blender.BGL.glTexCoord4iv(...)
Blender.BGL.glTexCoord4s(...)
Blender.BGL.glTexCoord4sv(...)
Blender.BGL.glTexEnvf(...)
Blender.BGL.glTexEnvfv(...)
Blender.BGL.glTexEnvi(...)
Blender.BGL.glTexEnviv(...)
Blender.BGL.glTexGend(...)
Blender.BGL.glTexGendv(...)
Blender.BGL.glTexGenf(...)
Blender.BGL.glTexGenfv(...)
Blender.BGL.glTexGeni(...)
Blender.BGL.glTexGeniv(...)
Blender.BGL.glTexImage1D(...)
Blender.BGL.glTexImage2D(...)
Blender.BGL.glTexParameterf(...)
Blender.BGL.glTexParameterfv(...)
Blender.BGL.glTexParameteri(...)
Blender.BGL.glTexParameteriv(...)
Blender.BGL.glTranslated(...)
Blender.BGL.glTranslatef(...)
Blender.BGL.glVertex2d(...)
Blender.BGL.glVertex2dv(...)
Blender.BGL.glVertex2f(...)
Blender.BGL.glVertex2fv(...)
Blender.BGL.glVertex2i(...)
Blender.BGL.glVertex2iv(...)
Blender.BGL.glVertex2s(...)
Blender.BGL.glVertex2sv(...)
Blender.BGL.glVertex3d(...)
Blender.BGL.glVertex3dv(...)
Blender.BGL.glVertex3f(...)
Blender.BGL.glVertex3fv(...)
Blender.BGL.glVertex3i(...)
Blender.BGL.glVertex3iv(...)
Blender.BGL.glVertex3s(...)
Blender.BGL.glVertex3sv(...)
Blender.BGL.glVertex4d(...)
Blender.BGL.glVertex4dv(...)
Blender.BGL.glVertex4f(...)
Blender.BGL.glVertex4fv(...)
Blender.BGL.glVertex4i(...)
Blender.BGL.glVertex4iv(...)
Blender.BGL.glVertex4s(...)
Blender.BGL.glVertex4sv(...)
Blender.BGL.glViewport(...)


Camera module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender Camera module

This module provides access to **Camera Data** objects in Blender

Example::

  from Blender import Camera, Object, Scene
  c = Camera.New('ortho')      # create new ortho camera data
  c.lens = 35.0                # set lens value
  cur = Scene.getCurrent()     # get current Scene
  ob = Object.New('Camera')    # make camera object
  ob.link(c)                   # link camera data with this object
  cur.link(ob)                 # link object into scene
  cur.setCurrentCamera(ob)     # make this camera the active

builtin function or methods
Blender.Camera.Get(...)
Camera.Get (name = None):
Return the camera data with the given 'name', None if not found, or
Return a list with all Camera Data objects in the current scene,
if no argument was given.

Blender.Camera.New(...)
Camera.New (type = 'persp', name = 'CamData'):
Return a new Camera Data object with the given type and name.

Blender.Camera.get(...)
Camera.Get (name = None):
Return the camera data with the given 'name', None if not found, or
Return a list with all Camera Data objects in the current scene,
if no argument was given.


Curve module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender Curve module

This module provides access to **Curve Data** in Blender.
Functions :
	New(opt name) : creates a new curve object with the given name (optional)
	Get(name) : retreives a curve  with the given name (mandatory)
	get(name) : same as Get. Kept for compatibility reasons

builtin function or methods
Blender.Curve.Get(...)
xxx

Blender.Curve.New(...)
Blender.Curve.get(...)
xxx


Draw module

parents
Blender

builtin function or methods
Button
Create
Draw
Exit
GetStringWidth
Menu
Number
Redraw
Register
Scrollbar
Slider
String
Text
Toggle

documentation

The Blender.Draw submodule

ints
Blender.Draw.ACCENTGRAVEKEY = 229
Blender.Draw.AKEY = 97
Blender.Draw.BACKSLASHKEY = 233
Blender.Draw.BACKSPACEKEY = 223
Blender.Draw.BKEY = 98
Blender.Draw.CAPSLOCKKEY = 211
Blender.Draw.CKEY = 99
Blender.Draw.COMMAKEY = 227
Blender.Draw.DELKEY = 224
Blender.Draw.DKEY = 100
Blender.Draw.DOWNARROWKEY = 138
Blender.Draw.EIGHTKEY = 56
Blender.Draw.EKEY = 101
Blender.Draw.ENDKEY = 170
Blender.Draw.EQUALKEY = 234
Blender.Draw.ESCKEY = 218
Blender.Draw.F10KEY = 309
Blender.Draw.F11KEY = 310
Blender.Draw.F12KEY = 311
Blender.Draw.F1KEY = 300
Blender.Draw.F2KEY = 301
Blender.Draw.F3KEY = 302
Blender.Draw.F4KEY = 303
Blender.Draw.F5KEY = 304
Blender.Draw.F6KEY = 305
Blender.Draw.F7KEY = 306
Blender.Draw.F8KEY = 307
Blender.Draw.F9KEY = 308
Blender.Draw.FIVEKEY = 53
Blender.Draw.FKEY = 102
Blender.Draw.FOURKEY = 52
Blender.Draw.GKEY = 103
Blender.Draw.HKEY = 104
Blender.Draw.HOMEKEY = 167
Blender.Draw.IKEY = 105
Blender.Draw.INPUTCHANGE = 19
Blender.Draw.INSERTKEY = 166
Blender.Draw.JKEY = 106
Blender.Draw.KEYBD = 16
Blender.Draw.KKEY = 107
Blender.Draw.LEFTALTKEY = 213
Blender.Draw.LEFTARROWKEY = 137
Blender.Draw.LEFTBRACKETKEY = 235
Blender.Draw.LEFTCTRLKEY = 212
Blender.Draw.LEFTMOUSE = 1
Blender.Draw.LEFTSHIFTKEY = 217
Blender.Draw.LINEFEEDKEY = 222
Blender.Draw.LKEY = 108
Blender.Draw.MIDDLEMOUSE = 2
Blender.Draw.MINUSKEY = 230
Blender.Draw.MKEY = 109
Blender.Draw.MOUSEX = 4
Blender.Draw.MOUSEY = 5
Blender.Draw.NINEKEY = 57
Blender.Draw.NKEY = 110
Blender.Draw.OKEY = 111
Blender.Draw.ONEKEY = 49
Blender.Draw.PAD0 = 150
Blender.Draw.PAD1 = 151
Blender.Draw.PAD2 = 152
Blender.Draw.PAD3 = 153
Blender.Draw.PAD4 = 154
Blender.Draw.PAD5 = 155
Blender.Draw.PAD6 = 156
Blender.Draw.PAD7 = 157
Blender.Draw.PAD8 = 158
Blender.Draw.PAD9 = 159
Blender.Draw.PADASTERKEY = 160
Blender.Draw.PADENTER = 163
Blender.Draw.PADMINUS = 162
Blender.Draw.PADPERIOD = 199
Blender.Draw.PADPLUSKEY = 164
Blender.Draw.PADSLASHKEY = 161
Blender.Draw.PAGEDOWNKEY = 169
Blender.Draw.PAGEUPKEY = 168
Blender.Draw.PAUSEKEY = 165
Blender.Draw.PERIODKEY = 226
Blender.Draw.PKEY = 112
Blender.Draw.QFULL = 20
Blender.Draw.QKEY = 113
Blender.Draw.QUOTEKEY = 228
Blender.Draw.Q_FIRSTTIME = 25
Blender.Draw.RAWKEYBD = 17
Blender.Draw.REDRAW = 18
Blender.Draw.RETKEY = 220
Blender.Draw.RIGHTALTKEY = 214
Blender.Draw.RIGHTARROWKEY = 139
Blender.Draw.RIGHTBRACKETKEY = 236
Blender.Draw.RIGHTCTRLKEY = 215
Blender.Draw.RIGHTMOUSE = 3
Blender.Draw.RIGHTSHIFTKEY = 216
Blender.Draw.RKEY = 114
Blender.Draw.SEMICOLONKEY = 225
Blender.Draw.SEVENKEY = 55
Blender.Draw.SIXKEY = 54
Blender.Draw.SKEY = 115
Blender.Draw.SLASHKEY = 232
Blender.Draw.SPACEKEY = 221
Blender.Draw.TABKEY = 219
Blender.Draw.THREEKEY = 51
Blender.Draw.TIMER0 = 6
Blender.Draw.TIMER1 = 7
Blender.Draw.TIMER2 = 8
Blender.Draw.TIMER3 = 9
Blender.Draw.TKEY = 116
Blender.Draw.TWOKEY = 50
Blender.Draw.UKEY = 117
Blender.Draw.UPARROWKEY = 140
Blender.Draw.VKEY = 118
Blender.Draw.WINCLOSE = 23
Blender.Draw.WINFREEZE = 21
Blender.Draw.WINQUIT = 24
Blender.Draw.WINTHAW = 22
Blender.Draw.WKEY = 119
Blender.Draw.XKEY = 120
Blender.Draw.YKEY = 121
Blender.Draw.ZEROKEY = 48
Blender.Draw.ZKEY = 122

builtin function or methods
Blender.Draw.Button(...)
(name, event, x, y, width, height, [tooltip]) - Create a new Button (push) button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
[tooltip=] The button's tooltip

Blender.Draw.Create(...)
(value) - Create a default Button object

(value) - The value to store in the button

Valid values are ints, floats, and strings

Blender.Draw.Draw(...)
() - Force an immediate redraw

Forced redraws are not buffered, in other words the window is redrawn
exactly once for everytime this function is called.

Blender.Draw.Exit(...)
() - Exit the windowing interface

Blender.Draw.GetStringWidth(...)
(text, font = 'normal') - Return the width in pixels of the given string
(font) The font size: 'normal' (default), 'small' or 'tiny'.

Blender.Draw.Menu(...)
(name, event, x, y, width, height, default, [tooltip]) - Create a new Menu button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(default) The number of the option to be selected by default
[tooltip=] The button's tooltip

The menu options are specified through the name of the
button. Options are followed by a format code and separated
by the '|' (pipe) character.
Valid format codes are
%t - The option should be used as the title
%xN - The option should set the integer N in the button value.

Blender.Draw.Number(...)
(name, event, x, y, width, height, initial, min, max, [tooltip]) - Create a new Number button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(initial, min, max) Three values (int or float) specifying the initial and limit values.
[tooltip=] The button's tooltip

Blender.Draw.Redraw(...)
([after]) - Queue a redraw event

[after=0] Determines whether the redraw is processed before
or after other input events.

Redraw events are buffered so that regardless of how many events
are queued the window only receives one redraw event.

Blender.Draw.Register(...)
(draw, event, button) - Register callbacks for windowing

(draw) A function to draw the screen, taking no arguments
(event) A function to handle events, taking 2 arguments (evt, val)
(evt) The event number
(val) The value modifier (for key and mouse press/release)
(button) A function to handle button events, taking 1 argument (evt)
(evt) The button number

A None object can be passed if a callback is unused.

Blender.Draw.Scrollbar(...)
(event, x, y, width, height, initial, min, max, [update, tooltip]) - Create a new Scrollbar

(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(initial, min, max) Three values (int or float) specifying the initial and limit values.
[update=1] A value controlling whether the slider will emit events as it is edited.
A non-zero value (default) enables the events. A zero value supresses them.
[tooltip=] The button's tooltip

Blender.Draw.Slider(...)
(name, event, x, y, width, height, initial, min, max, [update, tooltip]) - Create a new Slider button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(initial, min, max) Three values (int or float) specifying the initial and limit values.
[update=1] A value controlling whether the slider will emit events as it is edited.
A non-zero value (default) enables the events. A zero value supresses them.
[tooltip=] The button's tooltip

Blender.Draw.String(...)
(name, event, x, y, width, height, initial, length, [tooltip]) - Create a new String button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(initial) The string to display initially
(length) The maximum input length
[tooltip=] The button's tooltip

Blender.Draw.Text(...)
(text, font = 'normal') - Draw text onscreen

(text) The text to draw
(font) The font size: 'normal' (default), 'small' or 'tiny'.

NEW! - This function now returns the width of the drawn string.

Blender.Draw.Toggle(...)
(name, event, x, y, width, height, default, [tooltip]) - Create a new Toggle button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(default) An integer (0 or 1) specifying the default state
[tooltip=] The button's tooltip


Effect module

parents
Blender

modules
Build
Particle
Wave

builtin function or methods
Get
New
get

builtin function or methods
Blender.Effect.Get(...)
Blender.Effect.New(...)
Blender.Effect.get(...)

modules

Build module

parents
Blender
Effect

builtin function or methods
Get
New
get

documentation

The Blender Build module
This module provides access to **Build Data** objects in Blender

builtin function or methods
Blender.Effect.Build.Get(...)
Build.Get (name = None):
Return the build data with the given 'name', None if not found, or
Return a list with all Build Data objects in the current scene,
if no argument was given.

Blender.Effect.Build.New(...)
Build.New ():
Return a new Build Data object with the given type and name.

Blender.Effect.Build.get(...)
Build.Get (name = None):
Return the build data with the given 'name', None if not found, or
Return a list with all Build Data objects in the current scene,
if no argument was given.


Particle module

parents
Blender
Effect

builtin function or methods
Get
New
get

documentation

The Blender Particle module

This module provides access to **Object Data** in Blender.
Functions :
	New(opt name) : creates a new part object with the given name (optional)
	Get(name) : retreives a particle  with the given name (mandatory)
	get(name) : same as Get. Kept for compatibility reasons

builtin function or methods
Blender.Effect.Particle.Get(...)
xxx

Blender.Effect.Particle.New(...)
Blender.Effect.Particle.get(...)
xxx


Wave module

parents
Blender
Effect

builtin function or methods
Get
New
get

documentation

The Blender Wave module

This module provides access to **Object Data** in Blender.
Functions :
	New(opt name) : creates a new wave object with the given name (optional)
	Get(name) : retreives a wave  with the given name (mandatory)
	get(name) : same as Get. Kept for compatibility reasons

builtin function or methods
Blender.Effect.Wave.Get(...)
xxx

Blender.Effect.Wave.New(...)
Blender.Effect.Wave.get(...)
xxx


Image module

parents
Blender

builtin function or methods
Get
Load
New
get

documentation

The Blender Image module

builtin function or methods
Blender.Image.Get(...)
(name) - return the image with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all images in the
current scene.

Blender.Image.Load(...)
(filename) - return image from file filename as Image Object, returns None if not found.

Blender.Image.New(...)
() - return a new Image object -- unimplemented

Blender.Image.get(...)
(name) - return the image with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all images in the
current scene.


Ipo module

parents
Blender

builtin function or methods
Get
New
Recalc
get

builtin function or methods
Blender.Ipo.Get(...)
Blender.Ipo.New(...)
Blender.Ipo.Recalc(...)
Blender.Ipo.get(...)


IpoCurve module

parents
Blender

builtin function or methods
Get
New
get

builtin function or methods
Blender.IpoCurve.Get(...)
Blender.IpoCurve.New(...)
Blender.IpoCurve.get(...)


Lamp module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender Lamp module

This module provides control over **Lamp Data** objects in Blender.

Example::

  from Blender import Lamp
  l = Lamp.New('Spot')            # create new 'Spot' lamp data
  l.setMode('square', 'shadow')   # set these two lamp mode flags
  ob = Object.New('Lamp')         # create new lamp object
  ob.link(l)                      # link lamp obj with lamp data

Blender constants

{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2} Blender constant

parents
Blender
Lamp

ints
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Halo = 2
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Layer = 4
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Negative = 16
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.OnlyShadow = 32
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Quad = 8
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Shadows = 1
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Sphere = 64
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Square = 128


{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2} Blender constant

parents
Blender
Lamp

ints
Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Hemi = 3
Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Lamp = 0
Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Spot = 2
Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Sun = 1

builtin function or methods
Blender.Lamp.Get(...)
Lamp.Get (name = None):
Return the Lamp Data with the given name, None if not found, or
Return a list with all Lamp Data objects in the current scene,
if no argument was given.

Blender.Lamp.New(...)
Lamp.New (type = 'Lamp', name = 'LampData'):
Return a new Lamp Data object with the given type and name.

Blender.Lamp.get(...)
Lamp.Get (name = None):
Return the Lamp Data with the given name, None if not found, or
Return a list with all Lamp Data objects in the current scene,
if no argument was given.


Material module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender Material module

Blender constants

{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16} Blender constant

parents
Blender
Material

ints
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ENV = 512
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALO = 32
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOFLARE = 32768
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOLINES = 512
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOPUNO = 8192
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALORINGS = 256
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOSHADE = 16384
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOSTAR = 2048
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOTEX = 4096
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOXALPHA = 1024
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.NOMIST = 16384
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ONLYSHADOW = 1024
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.SHADELESS = 4
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.SHADOW = 2
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.TEXFACE = 2048
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.TRACEABLE = 1
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.VCOL_LIGHT = 16
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.VCOL_PAINT = 128
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.WIRE = 8
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ZINVERT = 256
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ZTRANSP = 64

builtin function or methods
Blender.Material.Get(...)
(name) - return the material called 'name', None if not found.
() - return a list of all materials in the current scene.

Blender.Material.New(...)
(name) - return a new material called 'name'
() - return a new material called 'Mat'

Blender.Material.get(...)
(name) - return the material called 'name', None if not found.
() - return a list of all materials in the current scene.


Metaball module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender Metaball module


Metaballs are spheres that can join each other to create smooth, organic volumes
. The spheres themseves are called 'Metaelements' and can be accessed from the Metaball module.

builtin function or methods
Blender.Metaball.Get(...)
Retreives an existing metaball

Blender.Metaball.New(...)
Creates a new metaball

Blender.Metaball.get(...)
Retreives an existing metaball


NMesh module

parents
Blender

builtin function or methods
Col
Face
GetRaw
GetRawFromObject
New
PutRaw
Vert

documentation

The Blender.NMesh submodule

Blender constants

{'ACTIVE': 2, 'HIDE': 64, 'SELECT': 1} Blender constant

parents
Blender
NMesh

ints
Blender.NMesh.{'ACTIVE': 2, 'HIDE': 64, 'SELECT': 1}.ACTIVE = 2
Blender.NMesh.{'ACTIVE': 2, 'HIDE': 64, 'SELECT': 1}.HIDE = 64
Blender.NMesh.{'ACTIVE': 2, 'HIDE': 64, 'SELECT': 1}.SELECT = 1


{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256} Blender constant

parents
Blender
NMesh

ints
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.ALL = 65535
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.BILLBOARD = 4096
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.DYNAMIC = 1
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.HALO = 256
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.INVISIBLE = 1024
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.LIGHT = 16
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.OBCOL = 2048
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHADOW = 8192
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHAREDCOL = 64
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHAREDVERT = 8
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TEX = 4
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TILES = 128
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TWOSIDE = 512


{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3} Blender constant

parents
Blender
NMesh

ints
Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.ADD = 1
Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.ALPHA = 2
Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.SOLID = 0
Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.SUB = 3

builtin function or methods
Blender.NMesh.Col(...)
([r, g, b, a]) - Get a new mesh color

[r=255, g=255, b=255, a=255] Specify the color components

Blender.NMesh.Face(...)
(vertexlist = None) - Get a new face, and pass optional vertex list

Blender.NMesh.GetRaw(...)
([name]) - Get a raw mesh from Blender

[name] Name of the mesh to be returned

If name is not specified a new empty mesh is
returned, otherwise Blender returns an existing
mesh.

Blender.NMesh.GetRawFromObject(...)
(name) - Get the raw mesh used by a Blender object

(name) Name of the object to get the mesh from

This returns the mesh as used by the object, which
means it contains all deformations and modifications.

Blender.NMesh.New(...)
() - returns a new, empty NMesh mesh object

Blender.NMesh.PutRaw(...)
(mesh, [name, renormal]) - Return a raw mesh to Blender

(mesh) The NMesh object to store
[name] The mesh to replace
[renormal=1] Flag to control vertex normal recalculation

If the name of a mesh to replace is not given a new
object is created and returned.

Blender.NMesh.Vert(...)
([x, y, z]) - Get a new vertice

[x, y, z] Specify new coordinates


Object module

parents
Blender

builtin function or methods
Get
GetSelected
New
get
getSelected

documentation

The Blender Object module

This module provides access to **Object Data** in Blender.

builtin function or methods
Blender.Object.Get(...)
(name) - return the object with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all objects in the
current scene.

Blender.Object.GetSelected(...)
() - Returns a list of selected Objects in the active layer(s)
The active object is the first in the list, if visible

Blender.Object.New(...)
(type) - Add a new object of type 'type' in the current scene

Blender.Object.get(...)
(name) - return the object with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all objects in the
current scene.

Blender.Object.getSelected(...)
() - Returns a list of selected Objects in the active layer(s)
The active object is the first in the list, if visible


Scene module

parents
Blender

builtin function or methods
Get
GetCurrent
New
Unlink
get
getCurrent
unlink

documentation

The Blender.Scene submodule

builtin function or methods
Blender.Scene.Get(...)
(name = None) - Return the scene called 'name'.
If 'name' is None, return a list with all Scenes.

Blender.Scene.GetCurrent(...)
() - Return the currently active Scene in Blender.

Blender.Scene.New(...)
(name = 'Scene') - Create a new Scene called 'name' in Blender.

Blender.Scene.Unlink(...)
(scene) - Unlink (delete) scene 'Scene' from Blender.
(scene) is of type Blender scene.

Blender.Scene.get(...)
(name = None) - Return the scene called 'name'.
If 'name' is None, return a list with all Scenes.

Blender.Scene.getCurrent(...)
() - Return the currently active Scene in Blender.

Blender.Scene.unlink(...)
(scene) - Unlink (delete) scene 'Scene' from Blender.
(scene) is of type Blender scene.


Text module

parents
Blender

builtin function or methods
Get
Load
New
get
unlink

documentation

The Blender Text module

builtin function or methods
Blender.Text.Get(...)
(name) - return the Text with name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all Texts in the
current scene.

Blender.Text.Load(...)
(filename) - return text from file filename as a Text Object, returns None if not found.

Blender.Text.New(...)
() - return a new Text object

Blender.Text.get(...)
(name) - return the Text with name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all Texts in the
current scene.

Blender.Text.unlink(...)
(text) - remove Text object 'text' from Blender


Types module

parents
Blender

documentation

The Blender Types module

This module is a dictionary of all Blender Python types

types
Blender.Types.ArmatureType = <type 'Blender Armature'>
Blender.Types.BoneType = <type 'Blender Bone'>
Blender.Types.ButtonType = <type 'Button'>
Blender.Types.CameraType = <type 'Blender Camera'>
Blender.Types.CurveType = <type 'Curve'>
Blender.Types.ImageType = <type 'Blender Image'>
Blender.Types.IpoType = <type 'Ipo'>
Blender.Types.LampType = <type 'Blender Lamp'>
Blender.Types.MaterialType = <type 'Blender Material'>
Blender.Types.MetaballType = <type 'Metaball'>
Blender.Types.NMColType = <type 'Blender NMCol'>
Blender.Types.NMFaceType = <type 'Blender NMFace'>
Blender.Types.NMVertType = <type 'Blender NMVert'>
Blender.Types.NMeshType = <type 'Blender NMesh'>
Blender.Types.ObjectType = <type 'Blender Object'>
Blender.Types.SceneType = <type 'Scene'>
Blender.Types.TextType = <type 'Blender Text'>
Blender.Types.bufferType = <type 'buffer'>
Blender.Types.constantType = <type 'Blender constant'>
Blender.Types.rgbTupleType = <type 'rgbTuple'>
Blender.Types.vectorType = <type 'vector'>


Window module

parents
Blender

builtin function or methods
DrawProgressBar
FileSelector
ImageSelector
QRedrawAll
Redraw
RedrawAll
drawProgressBar

documentation

The Blender Window module

dicts
Blender.Window.Types = {'INFO': 7, 'SOUND': 11, 'VIEW3D': 1, 'SEQ': 8, 'TEXT': 9, 'IMAGE': 6, 'IMASEL': 10, 'IPO': 2, 'BUTS': 4, 'OOPS': 3, 'FILE': 5, 'ACTION': 12, 'NLA': 13}

builtin function or methods
Blender.Window.DrawProgressBar(...)
(done, text) - Draw a progress bar.
'done' is a float value <= 1.0, 'text' contains info about what is
currently being done.

Blender.Window.FileSelector(...)
(callback [, title]) - Open a file selector window.
The selected filename is used as argument to a function callback f(name)
that you must provide. 'title' is optional and defaults to 'SELECT FILE'.

Example:

import Blender

def my_function(filename):
print 'The selected file was: ', filename

Blender.Window.FileSelector(my_function, 'SAVE FILE')

Blender.Window.ImageSelector(...)
(callback [, title]) - Open an image selector window.
The selected filename is used as argument to a function callback f(name)
that you must provide. 'title' is optional and defaults to 'SELECT IMAGE'.

Example:

import Blender

def my_function(filename):
print 'The selected image file was: ', filename

Blender.Window.ImageSelector(my_function, 'LOAD IMAGE')

Blender.Window.QRedrawAll(...)
() - Redraw all windows by queue event

Blender.Window.Redraw(...)
() - Force a redraw of a specific Window Type (see Window.Types)

Blender.Window.RedrawAll(...)
() - Redraw all windows

Blender.Window.drawProgressBar(...)
(done, text) - Draw a progress bar.
'done' is a float value <= 1.0, 'text' contains info about what is
currently being done.


World module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender World module

This module provides access to **World Data** objects in Blender

builtin function or methods
Blender.World.Get(...)
(name) - return the world with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all worlds in the
current scene.

Blender.World.New(...)
() - return a new World object

Blender.World.get(...)
(name) - return the world with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all worlds in the
current scene.


sys module

parents
Blender

builtin function or methods
dirname

documentation

The Blender.sys submodule

This is a minimal sys module kept for compatibility.  It may also still be
useful for users without full Python installations.

strs
Blender.sys.dirsep = '\\'
Blender.sys.progname = 'C:\\PROGRA~1\\BLENDE~1\\BLENDE~1.28\\blender.exe'
Blender.sys.sep = '\\'

builtin function or methods
Blender.sys.dirname(...)

modules

Armature module

parents
Blender

modules
Bone

builtin function or methods
Get
New
get

documentation

The Blender Armature module

This module provides control over **Armature Data** objects in Blender.

builtin function or methods
Blender.Armature.Get(...)
(name) - return the armature with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all armatures in the
current scene.

Blender.Armature.New(...)
(name) - return a new Armature datablock of
optional name 'name'.

Blender.Armature.get(...)
(name) - DEPRECATED. Use 'Get' instead. return the armature with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all armatures in the
current scene.

modules

Bone module

parents
Blender
Armature

builtin function or methods
New

documentation

The Blender Bone module

This module provides control over **Bone Data** objects in Blender.

Example::

  from Blender import Armature.Bone
  l = Armature.Bone.New()

builtin function or methods
Blender.Armature.Bone.New(...)
(name) - return a new Bone of name 'name'.


BGL module

parents
Blender

builtin function or methods
Buffer
glAccum
glAlphaFunc
glAreTexturesResident
glBegin
glBindTexture
glBitmap
glBlendFunc
glCallList
glCallLists
glClear
glClearAccum
glClearColor
glClearDepth
glClearIndex
glClearStencil
glClipPlane
glColor3b
glColor3bv
glColor3d
glColor3dv
glColor3f
glColor3fv
glColor3i
glColor3iv
glColor3s
glColor3sv
glColor3ub
glColor3ubv
glColor3ui
glColor3uiv
glColor3us
glColor3usv
glColor4b
glColor4bv
glColor4d
glColor4dv
glColor4f
glColor4fv
glColor4i
glColor4iv
glColor4s
glColor4sv
glColor4ub
glColor4ubv
glColor4ui
glColor4uiv
glColor4us
glColor4usv
glColorMask
glColorMaterial
glCopyPixels
glCullFace
glDeleteLists
glDeleteTextures
glDepthFunc
glDepthMask
glDepthRange
glDisable
glDrawBuffer
glDrawPixels
glEdgeFlag
glEdgeFlagv
glEnable
glEnd
glEndList
glEvalCoord1d
glEvalCoord1dv
glEvalCoord1f
glEvalCoord1fv
glEvalCoord2d
glEvalCoord2dv
glEvalCoord2f
glEvalCoord2fv
glEvalMesh1
glEvalMesh2
glEvalPoint1
glEvalPoint2
glFeedbackBuffer
glFinish
glFlush
glFogf
glFogfv
glFogi
glFogiv
glFrontFace
glFrustum
glGenLists
glGenTextures
glGetBooleanv
glGetClipPlane
glGetDoublev
glGetError
glGetFloatv
glGetIntegerv
glGetLightfv
glGetLightiv
glGetMapdv
glGetMapfv
glGetMapiv
glGetMaterialfv
glGetMaterialiv
glGetPixelMapfv
glGetPixelMapuiv
glGetPixelMapusv
glGetPolygonStipple
glGetString
glGetTexEnvfv
glGetTexEnviv
glGetTexGendv
glGetTexGenfv
glGetTexGeniv
glGetTexImage
glGetTexLevelParameterfv
glGetTexLevelParameteriv
glGetTexParameterfv
glGetTexParameteriv
glHint
glIndexMask
glIndexd
glIndexdv
glIndexf
glIndexfv
glIndexi
glIndexiv
glIndexs
glIndexsv
glInitNames
glIsEnabled
glIsList
glIsTexture
glLightModelf
glLightModelfv
glLightModeli
glLightModeliv
glLightf
glLightfv
glLighti
glLightiv
glLineStipple
glLineWidth
glListBase
glLoadIdentity
glLoadMatrixd
glLoadMatrixf
glLoadName
glLogicOp
glMap1d
glMap1f
glMap2d
glMap2f
glMapGrid1d
glMapGrid1f
glMapGrid2d
glMapGrid2f
glMaterialf
glMaterialfv
glMateriali
glMaterialiv
glMatrixMode
glMultMatrixd
glMultMatrixf
glNewList
glNormal3b
glNormal3bv
glNormal3d
glNormal3dv
glNormal3f
glNormal3fv
glNormal3i
glNormal3iv
glNormal3s
glNormal3sv
glOrtho
glPassThrough
glPixelMapfv
glPixelMapuiv
glPixelMapusv
glPixelStoref
glPixelStorei
glPixelTransferf
glPixelTransferi
glPixelZoom
glPointSize
glPolygonMode
glPolygonOffset
glPolygonStipple
glPopAttrib
glPopMatrix
glPopName
glPrioritizeTextures
glPushAttrib
glPushMatrix
glPushName
glRasterPos2d
glRasterPos2dv
glRasterPos2f
glRasterPos2fv
glRasterPos2i
glRasterPos2iv
glRasterPos2s
glRasterPos2sv
glRasterPos3d
glRasterPos3dv
glRasterPos3f
glRasterPos3fv
glRasterPos3i
glRasterPos3iv
glRasterPos3s
glRasterPos3sv
glRasterPos4d
glRasterPos4dv
glRasterPos4f
glRasterPos4fv
glRasterPos4i
glRasterPos4iv
glRasterPos4s
glRasterPos4sv
glReadBuffer
glReadPixels
glRectd
glRectdv
glRectf
glRectfv
glRecti
glRectiv
glRects
glRectsv
glRenderMode
glRotated
glRotatef
glScaled
glScalef
glScissor
glSelectBuffer
glShadeModel
glStencilFunc
glStencilMask
glStencilOp
glTexCoord1d
glTexCoord1dv
glTexCoord1f
glTexCoord1fv
glTexCoord1i
glTexCoord1iv
glTexCoord1s
glTexCoord1sv
glTexCoord2d
glTexCoord2dv
glTexCoord2f
glTexCoord2fv
glTexCoord2i
glTexCoord2iv
glTexCoord2s
glTexCoord2sv
glTexCoord3d
glTexCoord3dv
glTexCoord3f
glTexCoord3fv
glTexCoord3i
glTexCoord3iv
glTexCoord3s
glTexCoord3sv
glTexCoord4d
glTexCoord4dv
glTexCoord4f
glTexCoord4fv
glTexCoord4i
glTexCoord4iv
glTexCoord4s
glTexCoord4sv
glTexEnvf
glTexEnvfv
glTexEnvi
glTexEnviv
glTexGend
glTexGendv
glTexGenf
glTexGenfv
glTexGeni
glTexGeniv
glTexImage1D
glTexImage2D
glTexParameterf
glTexParameterfv
glTexParameteri
glTexParameteriv
glTranslated
glTranslatef
glVertex2d
glVertex2dv
glVertex2f
glVertex2fv
glVertex2i
glVertex2iv
glVertex2s
glVertex2sv
glVertex3d
glVertex3dv
glVertex3f
glVertex3fv
glVertex3i
glVertex3iv
glVertex3s
glVertex3sv
glVertex4d
glVertex4dv
glVertex4f
glVertex4fv
glVertex4i
glVertex4iv
glVertex4s
glVertex4sv
glViewport

ints
Blender.BGL.GL_2D = 1536
Blender.BGL.GL_2_BYTES = 5127
Blender.BGL.GL_3D = 1537
Blender.BGL.GL_3D_COLOR = 1538
Blender.BGL.GL_3D_COLOR_TEXTURE = 1539
Blender.BGL.GL_3_BYTES = 5128
Blender.BGL.GL_4D_COLOR_TEXTURE = 1540
Blender.BGL.GL_4_BYTES = 5129
Blender.BGL.GL_ACCUM = 256
Blender.BGL.GL_ACCUM_ALPHA_BITS = 3419
Blender.BGL.GL_ACCUM_BLUE_BITS = 3418
Blender.BGL.GL_ACCUM_BUFFER_BIT = 512
Blender.BGL.GL_ACCUM_CLEAR_VALUE = 2944
Blender.BGL.GL_ACCUM_GREEN_BITS = 3417
Blender.BGL.GL_ACCUM_RED_BITS = 3416
Blender.BGL.GL_ADD = 260
Blender.BGL.GL_ALL_ATTRIB_BITS = 1048575
Blender.BGL.GL_ALPHA = 6406
Blender.BGL.GL_ALPHA_BIAS = 3357
Blender.BGL.GL_ALPHA_BITS = 3413
Blender.BGL.GL_ALPHA_SCALE = 3356
Blender.BGL.GL_ALPHA_TEST = 3008
Blender.BGL.GL_ALPHA_TEST_FUNC = 3009
Blender.BGL.GL_ALPHA_TEST_REF = 3010
Blender.BGL.GL_ALWAYS = 519
Blender.BGL.GL_AMBIENT = 4608
Blender.BGL.GL_AMBIENT_AND_DIFFUSE = 5634
Blender.BGL.GL_AND = 5377
Blender.BGL.GL_AND_INVERTED = 5380
Blender.BGL.GL_AND_REVERSE = 5378
Blender.BGL.GL_ATTRIB_STACK_DEPTH = 2992
Blender.BGL.GL_AUTO_NORMAL = 3456
Blender.BGL.GL_AUX0 = 1033
Blender.BGL.GL_AUX1 = 1034
Blender.BGL.GL_AUX2 = 1035
Blender.BGL.GL_AUX3 = 1036
Blender.BGL.GL_AUX_BUFFERS = 3072
Blender.BGL.GL_BACK = 1029
Blender.BGL.GL_BACK_LEFT = 1026
Blender.BGL.GL_BACK_RIGHT = 1027
Blender.BGL.GL_BITMAP = 6656
Blender.BGL.GL_BITMAP_TOKEN = 1796
Blender.BGL.GL_BLEND = 3042
Blender.BGL.GL_BLEND_DST = 3040
Blender.BGL.GL_BLEND_SRC = 3041
Blender.BGL.GL_BLUE = 6405
Blender.BGL.GL_BLUE_BIAS = 3355
Blender.BGL.GL_BLUE_BITS = 3412
Blender.BGL.GL_BLUE_SCALE = 3354
Blender.BGL.GL_BYTE = 5120
Blender.BGL.GL_CCW = 2305
Blender.BGL.GL_CLAMP = 10496
Blender.BGL.GL_CLEAR = 5376
Blender.BGL.GL_CLIP_PLANE0 = 12288
Blender.BGL.GL_CLIP_PLANE1 = 12289
Blender.BGL.GL_CLIP_PLANE2 = 12290
Blender.BGL.GL_CLIP_PLANE3 = 12291
Blender.BGL.GL_CLIP_PLANE4 = 12292
Blender.BGL.GL_CLIP_PLANE5 = 12293
Blender.BGL.GL_COEFF = 2560
Blender.BGL.GL_COLOR = 6144
Blender.BGL.GL_COLOR_BUFFER_BIT = 16384
Blender.BGL.GL_COLOR_CLEAR_VALUE = 3106
Blender.BGL.GL_COLOR_INDEX = 6400
Blender.BGL.GL_COLOR_INDEXES = 5635
Blender.BGL.GL_COLOR_MATERIAL = 2903
Blender.BGL.GL_COLOR_MATERIAL_FACE = 2901
Blender.BGL.GL_COLOR_MATERIAL_PARAMETER = 2902
Blender.BGL.GL_COLOR_WRITEMASK = 3107
Blender.BGL.GL_COMPILE = 4864
Blender.BGL.GL_COMPILE_AND_EXECUTE = 4865
Blender.BGL.GL_CONSTANT_ATTENUATION = 4615
Blender.BGL.GL_COPY = 5379
Blender.BGL.GL_COPY_INVERTED = 5388
Blender.BGL.GL_COPY_PIXEL_TOKEN = 1798
Blender.BGL.GL_CULL_FACE = 2884
Blender.BGL.GL_CULL_FACE_MODE = 2885
Blender.BGL.GL_CURRENT_BIT = 1
Blender.BGL.GL_CURRENT_COLOR = 2816
Blender.BGL.GL_CURRENT_INDEX = 2817
Blender.BGL.GL_CURRENT_NORMAL = 2818
Blender.BGL.GL_CURRENT_RASTER_COLOR = 2820
Blender.BGL.GL_CURRENT_RASTER_DISTANCE = 2825
Blender.BGL.GL_CURRENT_RASTER_INDEX = 2821
Blender.BGL.GL_CURRENT_RASTER_POSITION = 2823
Blender.BGL.GL_CURRENT_RASTER_POSITION_VALID = 2824
Blender.BGL.GL_CURRENT_RASTER_TEXTURE_COORDS = 2822
Blender.BGL.GL_CURRENT_TEXTURE_COORDS = 2819
Blender.BGL.GL_CW = 2304
Blender.BGL.GL_DECAL = 8449
Blender.BGL.GL_DECR = 7683
Blender.BGL.GL_DEPTH = 6145
Blender.BGL.GL_DEPTH_BIAS = 3359
Blender.BGL.GL_DEPTH_BITS = 3414
Blender.BGL.GL_DEPTH_BUFFER_BIT = 256
Blender.BGL.GL_DEPTH_CLEAR_VALUE = 2931
Blender.BGL.GL_DEPTH_COMPONENT = 6402
Blender.BGL.GL_DEPTH_FUNC = 2932
Blender.BGL.GL_DEPTH_RANGE = 2928
Blender.BGL.GL_DEPTH_SCALE = 3358
Blender.BGL.GL_DEPTH_TEST = 2929
Blender.BGL.GL_DEPTH_WRITEMASK = 2930
Blender.BGL.GL_DIFFUSE = 4609
Blender.BGL.GL_DITHER = 3024
Blender.BGL.GL_DOMAIN = 2562
Blender.BGL.GL_DONT_CARE = 4352
Blender.BGL.GL_DOUBLEBUFFER = 3122
Blender.BGL.GL_DRAW_BUFFER = 3073
Blender.BGL.GL_DRAW_PIXEL_TOKEN = 1797
Blender.BGL.GL_DST_ALPHA = 772
Blender.BGL.GL_DST_COLOR = 774
Blender.BGL.GL_EDGE_FLAG = 2883
Blender.BGL.GL_EMISSION = 5632
Blender.BGL.GL_ENABLE_BIT = 8192
Blender.BGL.GL_EQUAL = 514
Blender.BGL.GL_EQUIV = 5385
Blender.BGL.GL_EVAL_BIT = 65536
Blender.BGL.GL_EXP = 2048
Blender.BGL.GL_EXP2 = 2049
Blender.BGL.GL_EXTENSIONS = 7939
Blender.BGL.GL_EYE_LINEAR = 9216
Blender.BGL.GL_EYE_PLANE = 9474
Blender.BGL.GL_FALSE = 0
Blender.BGL.GL_FASTEST = 4353
Blender.BGL.GL_FEEDBACK = 7169
Blender.BGL.GL_FILL = 6914
Blender.BGL.GL_FLAT = 7424
Blender.BGL.GL_FLOAT = 5126
Blender.BGL.GL_FOG = 2912
Blender.BGL.GL_FOG_BIT = 128
Blender.BGL.GL_FOG_COLOR = 2918
Blender.BGL.GL_FOG_DENSITY = 2914
Blender.BGL.GL_FOG_END = 2916
Blender.BGL.GL_FOG_HINT = 3156
Blender.BGL.GL_FOG_INDEX = 2913
Blender.BGL.GL_FOG_MODE = 2917
Blender.BGL.GL_FOG_START = 2915
Blender.BGL.GL_FRONT = 1028
Blender.BGL.GL_FRONT_AND_BACK = 1032
Blender.BGL.GL_FRONT_FACE = 2886
Blender.BGL.GL_FRONT_LEFT = 1024
Blender.BGL.GL_FRONT_RIGHT = 1025
Blender.BGL.GL_GEQUAL = 518
Blender.BGL.GL_GREATER = 516
Blender.BGL.GL_GREEN = 6404
Blender.BGL.GL_GREEN_BIAS = 3353
Blender.BGL.GL_GREEN_BITS = 3411
Blender.BGL.GL_GREEN_SCALE = 3352
Blender.BGL.GL_HINT_BIT = 32768
Blender.BGL.GL_INCR = 7682
Blender.BGL.GL_INDEX_BITS = 3409
Blender.BGL.GL_INDEX_CLEAR_VALUE = 3104
Blender.BGL.GL_INDEX_MODE = 3120
Blender.BGL.GL_INDEX_OFFSET = 3347
Blender.BGL.GL_INDEX_SHIFT = 3346
Blender.BGL.GL_INDEX_WRITEMASK = 3105
Blender.BGL.GL_INT = 5124
Blender.BGL.GL_INVALID_ENUM = 1280
Blender.BGL.GL_INVALID_OPERATION = 1282
Blender.BGL.GL_INVALID_VALUE = 1281
Blender.BGL.GL_INVERT = 5386
Blender.BGL.GL_KEEP = 7680
Blender.BGL.GL_LEFT = 1030
Blender.BGL.GL_LEQUAL = 515
Blender.BGL.GL_LESS = 513
Blender.BGL.GL_LIGHT0 = 16384
Blender.BGL.GL_LIGHT1 = 16385
Blender.BGL.GL_LIGHT2 = 16386
Blender.BGL.GL_LIGHT3 = 16387
Blender.BGL.GL_LIGHT4 = 16388
Blender.BGL.GL_LIGHT5 = 16389
Blender.BGL.GL_LIGHT6 = 16390
Blender.BGL.GL_LIGHT7 = 16391
Blender.BGL.GL_LIGHTING = 2896
Blender.BGL.GL_LIGHTING_BIT = 64
Blender.BGL.GL_LIGHT_MODEL_AMBIENT = 2899
Blender.BGL.GL_LIGHT_MODEL_LOCAL_VIEWER = 2897
Blender.BGL.GL_LIGHT_MODEL_TWO_SIDE = 2898
Blender.BGL.GL_LINE = 6913
Blender.BGL.GL_LINEAR = 9729
Blender.BGL.GL_LINEAR_ATTENUATION = 4616
Blender.BGL.GL_LINEAR_MIPMAP_LINEAR = 9987
Blender.BGL.GL_LINEAR_MIPMAP_NEAREST = 9985
Blender.BGL.GL_LINES = 1
Blender.BGL.GL_LINE_BIT = 4
Blender.BGL.GL_LINE_LOOP = 2
Blender.BGL.GL_LINE_RESET_TOKEN = 1799
Blender.BGL.GL_LINE_SMOOTH = 2848
Blender.BGL.GL_LINE_SMOOTH_HINT = 3154
Blender.BGL.GL_LINE_STIPPLE = 2852
Blender.BGL.GL_LINE_STIPPLE_PATTERN = 2853
Blender.BGL.GL_LINE_STIPPLE_REPEAT = 2854
Blender.BGL.GL_LINE_STRIP = 3
Blender.BGL.GL_LINE_TOKEN = 1794
Blender.BGL.GL_LINE_WIDTH = 2849
Blender.BGL.GL_LINE_WIDTH_GRANULARITY = 2851
Blender.BGL.GL_LINE_WIDTH_RANGE = 2850
Blender.BGL.GL_LIST_BASE = 2866
Blender.BGL.GL_LIST_BIT = 131072
Blender.BGL.GL_LIST_INDEX = 2867
Blender.BGL.GL_LIST_MODE = 2864
Blender.BGL.GL_LOAD = 257
Blender.BGL.GL_LOGIC_OP = 3057
Blender.BGL.GL_LOGIC_OP_MODE = 3056
Blender.BGL.GL_LUMINANCE = 6409
Blender.BGL.GL_LUMINANCE_ALPHA = 6410
Blender.BGL.GL_MAP1_COLOR_4 = 3472
Blender.BGL.GL_MAP1_GRID_DOMAIN = 3536
Blender.BGL.GL_MAP1_GRID_SEGMENTS = 3537
Blender.BGL.GL_MAP1_INDEX = 3473
Blender.BGL.GL_MAP1_NORMAL = 3474
Blender.BGL.GL_MAP1_TEXTURE_COORD_1 = 3475
Blender.BGL.GL_MAP1_TEXTURE_COORD_2 = 3476
Blender.BGL.GL_MAP1_TEXTURE_COORD_3 = 3477
Blender.BGL.GL_MAP1_TEXTURE_COORD_4 = 3478
Blender.BGL.GL_MAP1_VERTEX_3 = 3479
Blender.BGL.GL_MAP1_VERTEX_4 = 3480
Blender.BGL.GL_MAP2_COLOR_4 = 3504
Blender.BGL.GL_MAP2_GRID_DOMAIN = 3538
Blender.BGL.GL_MAP2_GRID_SEGMENTS = 3539
Blender.BGL.GL_MAP2_INDEX = 3505
Blender.BGL.GL_MAP2_NORMAL = 3506
Blender.BGL.GL_MAP2_TEXTURE_COORD_1 = 3507
Blender.BGL.GL_MAP2_TEXTURE_COORD_2 = 3508
Blender.BGL.GL_MAP2_TEXTURE_COORD_3 = 3509
Blender.BGL.GL_MAP2_TEXTURE_COORD_4 = 3510
Blender.BGL.GL_MAP2_VERTEX_3 = 3511
Blender.BGL.GL_MAP2_VERTEX_4 = 3512
Blender.BGL.GL_MAP_COLOR = 3344
Blender.BGL.GL_MAP_STENCIL = 3345
Blender.BGL.GL_MATRIX_MODE = 2976
Blender.BGL.GL_MAX_ATTRIB_STACK_DEPTH = 3381
Blender.BGL.GL_MAX_CLIP_PLANES = 3378
Blender.BGL.GL_MAX_EVAL_ORDER = 3376
Blender.BGL.GL_MAX_LIGHTS = 3377
Blender.BGL.GL_MAX_LIST_NESTING = 2865
Blender.BGL.GL_MAX_MODELVIEW_STACK_DEPTH = 3382
Blender.BGL.GL_MAX_NAME_STACK_DEPTH = 3383
Blender.BGL.GL_MAX_PIXEL_MAP_TABLE = 3380
Blender.BGL.GL_MAX_PROJECTION_STACK_DEPTH = 3384
Blender.BGL.GL_MAX_TEXTURE_SIZE = 3379
Blender.BGL.GL_MAX_TEXTURE_STACK_DEPTH = 3385
Blender.BGL.GL_MAX_VIEWPORT_DIMS = 3386
Blender.BGL.GL_MODELVIEW = 5888
Blender.BGL.GL_MODELVIEW_MATRIX = 2982
Blender.BGL.GL_MODELVIEW_STACK_DEPTH = 2979
Blender.BGL.GL_MODULATE = 8448
Blender.BGL.GL_MULT = 259
Blender.BGL.GL_NAME_STACK_DEPTH = 3440
Blender.BGL.GL_NAND = 5390
Blender.BGL.GL_NEAREST = 9728
Blender.BGL.GL_NEAREST_MIPMAP_LINEAR = 9986
Blender.BGL.GL_NEAREST_MIPMAP_NEAREST = 9984
Blender.BGL.GL_NEVER = 512
Blender.BGL.GL_NICEST = 4354
Blender.BGL.GL_NONE = 0
Blender.BGL.GL_NOOP = 5381
Blender.BGL.GL_NOR = 5384
Blender.BGL.GL_NORMALIZE = 2977
Blender.BGL.GL_NOTEQUAL = 517
Blender.BGL.GL_NO_ERROR = 0
Blender.BGL.GL_OBJECT_LINEAR = 9217
Blender.BGL.GL_OBJECT_PLANE = 9473
Blender.BGL.GL_ONE = 1
Blender.BGL.GL_ONE_MINUS_DST_ALPHA = 773
Blender.BGL.GL_ONE_MINUS_DST_COLOR = 775
Blender.BGL.GL_ONE_MINUS_SRC_ALPHA = 771
Blender.BGL.GL_ONE_MINUS_SRC_COLOR = 769
Blender.BGL.GL_OR = 5383
Blender.BGL.GL_ORDER = 2561
Blender.BGL.GL_OR_INVERTED = 5389
Blender.BGL.GL_OR_REVERSE = 5387
Blender.BGL.GL_OUT_OF_MEMORY = 1285
Blender.BGL.GL_PACK_ALIGNMENT = 3333
Blender.BGL.GL_PACK_LSB_FIRST = 3329
Blender.BGL.GL_PACK_ROW_LENGTH = 3330
Blender.BGL.GL_PACK_SKIP_PIXELS = 3332
Blender.BGL.GL_PACK_SKIP_ROWS = 3331
Blender.BGL.GL_PACK_SWAP_BYTES = 3328
Blender.BGL.GL_PASS_THROUGH_TOKEN = 1792
Blender.BGL.GL_PERSPECTIVE_CORRECTION_HINT = 3152
Blender.BGL.GL_PIXEL_MAP_A_TO_A = 3193
Blender.BGL.GL_PIXEL_MAP_A_TO_A_SIZE = 3257
Blender.BGL.GL_PIXEL_MAP_B_TO_B = 3192
Blender.BGL.GL_PIXEL_MAP_B_TO_B_SIZE = 3256
Blender.BGL.GL_PIXEL_MAP_G_TO_G = 3191
Blender.BGL.GL_PIXEL_MAP_G_TO_G_SIZE = 3255
Blender.BGL.GL_PIXEL_MAP_I_TO_A = 3189
Blender.BGL.GL_PIXEL_MAP_I_TO_A_SIZE = 3253
Blender.BGL.GL_PIXEL_MAP_I_TO_B = 3188
Blender.BGL.GL_PIXEL_MAP_I_TO_B_SIZE = 3252
Blender.BGL.GL_PIXEL_MAP_I_TO_G = 3187
Blender.BGL.GL_PIXEL_MAP_I_TO_G_SIZE = 3251
Blender.BGL.GL_PIXEL_MAP_I_TO_I = 3184
Blender.BGL.GL_PIXEL_MAP_I_TO_I_SIZE = 3248
Blender.BGL.GL_PIXEL_MAP_I_TO_R = 3186
Blender.BGL.GL_PIXEL_MAP_I_TO_R_SIZE = 3250
Blender.BGL.GL_PIXEL_MAP_R_TO_R = 3190
Blender.BGL.GL_PIXEL_MAP_R_TO_R_SIZE = 3254
Blender.BGL.GL_PIXEL_MAP_S_TO_S = 3185
Blender.BGL.GL_PIXEL_MAP_S_TO_S_SIZE = 3249
Blender.BGL.GL_PIXEL_MODE_BIT = 32
Blender.BGL.GL_POINT = 6912
Blender.BGL.GL_POINTS = 0
Blender.BGL.GL_POINT_BIT = 2
Blender.BGL.GL_POINT_SIZE = 2833
Blender.BGL.GL_POINT_SIZE_GRANULARITY = 2835
Blender.BGL.GL_POINT_SIZE_RANGE = 2834
Blender.BGL.GL_POINT_SMOOTH = 2832
Blender.BGL.GL_POINT_SMOOTH_HINT = 3153
Blender.BGL.GL_POINT_TOKEN = 1793
Blender.BGL.GL_POLYGON = 9
Blender.BGL.GL_POLYGON_BIT = 8
Blender.BGL.GL_POLYGON_MODE = 2880
Blender.BGL.GL_POLYGON_OFFSET_FACTOR = 32824
Blender.BGL.GL_POLYGON_OFFSET_FILL = 32823
Blender.BGL.GL_POLYGON_OFFSET_LINE = 10754
Blender.BGL.GL_POLYGON_OFFSET_POINT = 10753
Blender.BGL.GL_POLYGON_OFFSET_UNITS = 10752
Blender.BGL.GL_POLYGON_SMOOTH = 2881
Blender.BGL.GL_POLYGON_SMOOTH_HINT = 3155
Blender.BGL.GL_POLYGON_STIPPLE = 2882
Blender.BGL.GL_POLYGON_STIPPLE_BIT = 16
Blender.BGL.GL_POLYGON_TOKEN = 1795
Blender.BGL.GL_POSITION = 4611
Blender.BGL.GL_PROJECTION = 5889
Blender.BGL.GL_PROJECTION_MATRIX = 2983
Blender.BGL.GL_PROJECTION_STACK_DEPTH = 2980
Blender.BGL.GL_Q = 8195
Blender.BGL.GL_QUADRATIC_ATTENUATION = 4617
Blender.BGL.GL_QUADS = 7
Blender.BGL.GL_QUAD_STRIP = 8
Blender.BGL.GL_R = 8194
Blender.BGL.GL_READ_BUFFER = 3074
Blender.BGL.GL_RED = 6403
Blender.BGL.GL_RED_BIAS = 3349
Blender.BGL.GL_RED_BITS = 3410
Blender.BGL.GL_RED_SCALE = 3348
Blender.BGL.GL_RENDER = 7168
Blender.BGL.GL_RENDERER = 7937
Blender.BGL.GL_RENDER_MODE = 3136
Blender.BGL.GL_REPEAT = 10497
Blender.BGL.GL_REPLACE = 7681
Blender.BGL.GL_RETURN = 258
Blender.BGL.GL_RGB = 6407
Blender.BGL.GL_RGBA = 6408
Blender.BGL.GL_RGBA_MODE = 3121
Blender.BGL.GL_RIGHT = 1031
Blender.BGL.GL_S = 8192
Blender.BGL.GL_SCISSOR_BIT = 524288
Blender.BGL.GL_SCISSOR_BOX = 3088
Blender.BGL.GL_SCISSOR_TEST = 3089
Blender.BGL.GL_SELECT = 7170
Blender.BGL.GL_SET = 5391
Blender.BGL.GL_SHADE_MODEL = 2900
Blender.BGL.GL_SHININESS = 5633
Blender.BGL.GL_SHORT = 5122
Blender.BGL.GL_SMOOTH = 7425
Blender.BGL.GL_SPECULAR = 4610
Blender.BGL.GL_SPHERE_MAP = 9218
Blender.BGL.GL_SPOT_CUTOFF = 4614
Blender.BGL.GL_SPOT_DIRECTION = 4612
Blender.BGL.GL_SPOT_EXPONENT = 4613
Blender.BGL.GL_SRC_ALPHA = 770
Blender.BGL.GL_SRC_ALPHA_SATURATE = 776
Blender.BGL.GL_SRC_COLOR = 768
Blender.BGL.GL_STACK_OVERFLOW = 1283
Blender.BGL.GL_STACK_UNDERFLOW = 1284
Blender.BGL.GL_STENCIL = 6146
Blender.BGL.GL_STENCIL_BITS = 3415
Blender.BGL.GL_STENCIL_BUFFER_BIT = 1024
Blender.BGL.GL_STENCIL_CLEAR_VALUE = 2961
Blender.BGL.GL_STENCIL_FAIL = 2964
Blender.BGL.GL_STENCIL_FUNC = 2962
Blender.BGL.GL_STENCIL_INDEX = 6401
Blender.BGL.GL_STENCIL_PASS_DEPTH_FAIL = 2965
Blender.BGL.GL_STENCIL_PASS_DEPTH_PASS = 2966
Blender.BGL.GL_STENCIL_REF = 2967
Blender.BGL.GL_STENCIL_TEST = 2960
Blender.BGL.GL_STENCIL_VALUE_MASK = 2963
Blender.BGL.GL_STENCIL_WRITEMASK = 2968
Blender.BGL.GL_STEREO = 3123
Blender.BGL.GL_SUBPIXEL_BITS = 3408
Blender.BGL.GL_T = 8193
Blender.BGL.GL_TEXTURE = 5890
Blender.BGL.GL_TEXTURE_1D = 3552
Blender.BGL.GL_TEXTURE_2D = 3553
Blender.BGL.GL_TEXTURE_BINDING_1D = 32872
Blender.BGL.GL_TEXTURE_BINDING_2D = 32873
Blender.BGL.GL_TEXTURE_BIT = 262144
Blender.BGL.GL_TEXTURE_BORDER = 4101
Blender.BGL.GL_TEXTURE_BORDER_COLOR = 4100
Blender.BGL.GL_TEXTURE_COMPONENTS = 4099
Blender.BGL.GL_TEXTURE_ENV = 8960
Blender.BGL.GL_TEXTURE_ENV_COLOR = 8705
Blender.BGL.GL_TEXTURE_ENV_MODE = 8704
Blender.BGL.GL_TEXTURE_GEN_MODE = 9472
Blender.BGL.GL_TEXTURE_GEN_Q = 3171
Blender.BGL.GL_TEXTURE_GEN_R = 3170
Blender.BGL.GL_TEXTURE_GEN_S = 3168
Blender.BGL.GL_TEXTURE_GEN_T = 3169
Blender.BGL.GL_TEXTURE_HEIGHT = 4097
Blender.BGL.GL_TEXTURE_MAG_FILTER = 10240
Blender.BGL.GL_TEXTURE_MATRIX = 2984
Blender.BGL.GL_TEXTURE_MIN_FILTER = 10241
Blender.BGL.GL_TEXTURE_PRIORITY = 32870
Blender.BGL.GL_TEXTURE_RESIDENT = 32871
Blender.BGL.GL_TEXTURE_STACK_DEPTH = 2981
Blender.BGL.GL_TEXTURE_WIDTH = 4096
Blender.BGL.GL_TEXTURE_WRAP_S = 10242
Blender.BGL.GL_TEXTURE_WRAP_T = 10243
Blender.BGL.GL_TRANSFORM_BIT = 4096
Blender.BGL.GL_TRIANGLES = 4
Blender.BGL.GL_TRIANGLE_FAN = 6
Blender.BGL.GL_TRIANGLE_STRIP = 5
Blender.BGL.GL_TRUE = 1
Blender.BGL.GL_UNPACK_ALIGNMENT = 3317
Blender.BGL.GL_UNPACK_LSB_FIRST = 3313
Blender.BGL.GL_UNPACK_ROW_LENGTH = 3314
Blender.BGL.GL_UNPACK_SKIP_PIXELS = 3316
Blender.BGL.GL_UNPACK_SKIP_ROWS = 3315
Blender.BGL.GL_UNPACK_SWAP_BYTES = 3312
Blender.BGL.GL_UNSIGNED_BYTE = 5121
Blender.BGL.GL_UNSIGNED_INT = 5125
Blender.BGL.GL_UNSIGNED_SHORT = 5123
Blender.BGL.GL_VENDOR = 7936
Blender.BGL.GL_VERSION = 7938
Blender.BGL.GL_VIEWPORT = 2978
Blender.BGL.GL_VIEWPORT_BIT = 2048
Blender.BGL.GL_XOR = 5382
Blender.BGL.GL_ZERO = 0
Blender.BGL.GL_ZOOM_X = 3350
Blender.BGL.GL_ZOOM_Y = 3351

builtin function or methods
Blender.BGL.Buffer(...)
(type, dimensions, [template]) - Create a new Buffer object

(type) - The format to store data in
(dimensions) - An int or sequence specifying the dimensions of the buffer
[template] - A sequence of matching dimensions to the buffer to be created
which will be used to initialize the Buffer.

If a template is not passed in all fields will be initialized to 0.

The type should be one of GL_BYTE, GL_SHORT, GL_INT, or GL_FLOAT.
If the dimensions are specified as an int a linear buffer will be
created. If a sequence is passed for the dimensions the buffer
will have len(sequence) dimensions, where the size for each dimension
is determined by the value in the sequence at that index.

For example, passing [100, 100] will create a 2 dimensional
square buffer. Passing [16, 16, 32] will create a 3 dimensional
buffer which is twice as deep as it is wide or high.

Blender.BGL.glAccum(...)
Blender.BGL.glAlphaFunc(...)
Blender.BGL.glAreTexturesResident(...)
Blender.BGL.glBegin(...)
Blender.BGL.glBindTexture(...)
Blender.BGL.glBitmap(...)
Blender.BGL.glBlendFunc(...)
Blender.BGL.glCallList(...)
Blender.BGL.glCallLists(...)
Blender.BGL.glClear(...)
Blender.BGL.glClearAccum(...)
Blender.BGL.glClearColor(...)
Blender.BGL.glClearDepth(...)
Blender.BGL.glClearIndex(...)
Blender.BGL.glClearStencil(...)
Blender.BGL.glClipPlane(...)
Blender.BGL.glColor3b(...)
Blender.BGL.glColor3bv(...)
Blender.BGL.glColor3d(...)
Blender.BGL.glColor3dv(...)
Blender.BGL.glColor3f(...)
Blender.BGL.glColor3fv(...)
Blender.BGL.glColor3i(...)
Blender.BGL.glColor3iv(...)
Blender.BGL.glColor3s(...)
Blender.BGL.glColor3sv(...)
Blender.BGL.glColor3ub(...)
Blender.BGL.glColor3ubv(...)
Blender.BGL.glColor3ui(...)
Blender.BGL.glColor3uiv(...)
Blender.BGL.glColor3us(...)
Blender.BGL.glColor3usv(...)
Blender.BGL.glColor4b(...)
Blender.BGL.glColor4bv(...)
Blender.BGL.glColor4d(...)
Blender.BGL.glColor4dv(...)
Blender.BGL.glColor4f(...)
Blender.BGL.glColor4fv(...)
Blender.BGL.glColor4i(...)
Blender.BGL.glColor4iv(...)
Blender.BGL.glColor4s(...)
Blender.BGL.glColor4sv(...)
Blender.BGL.glColor4ub(...)
Blender.BGL.glColor4ubv(...)
Blender.BGL.glColor4ui(...)
Blender.BGL.glColor4uiv(...)
Blender.BGL.glColor4us(...)
Blender.BGL.glColor4usv(...)
Blender.BGL.glColorMask(...)
Blender.BGL.glColorMaterial(...)
Blender.BGL.glCopyPixels(...)
Blender.BGL.glCullFace(...)
Blender.BGL.glDeleteLists(...)
Blender.BGL.glDeleteTextures(...)
Blender.BGL.glDepthFunc(...)
Blender.BGL.glDepthMask(...)
Blender.BGL.glDepthRange(...)
Blender.BGL.glDisable(...)
Blender.BGL.glDrawBuffer(...)
Blender.BGL.glDrawPixels(...)
Blender.BGL.glEdgeFlag(...)
Blender.BGL.glEdgeFlagv(...)
Blender.BGL.glEnable(...)
Blender.BGL.glEnd(...)
Blender.BGL.glEndList(...)
Blender.BGL.glEvalCoord1d(...)
Blender.BGL.glEvalCoord1dv(...)
Blender.BGL.glEvalCoord1f(...)
Blender.BGL.glEvalCoord1fv(...)
Blender.BGL.glEvalCoord2d(...)
Blender.BGL.glEvalCoord2dv(...)
Blender.BGL.glEvalCoord2f(...)
Blender.BGL.glEvalCoord2fv(...)
Blender.BGL.glEvalMesh1(...)
Blender.BGL.glEvalMesh2(...)
Blender.BGL.glEvalPoint1(...)
Blender.BGL.glEvalPoint2(...)
Blender.BGL.glFeedbackBuffer(...)
Blender.BGL.glFinish(...)
Blender.BGL.glFlush(...)
Blender.BGL.glFogf(...)
Blender.BGL.glFogfv(...)
Blender.BGL.glFogi(...)
Blender.BGL.glFogiv(...)
Blender.BGL.glFrontFace(...)
Blender.BGL.glFrustum(...)
Blender.BGL.glGenLists(...)
Blender.BGL.glGenTextures(...)
Blender.BGL.glGetBooleanv(...)
Blender.BGL.glGetClipPlane(...)
Blender.BGL.glGetDoublev(...)
Blender.BGL.glGetError(...)
Blender.BGL.glGetFloatv(...)
Blender.BGL.glGetIntegerv(...)
Blender.BGL.glGetLightfv(...)
Blender.BGL.glGetLightiv(...)
Blender.BGL.glGetMapdv(...)
Blender.BGL.glGetMapfv(...)
Blender.BGL.glGetMapiv(...)
Blender.BGL.glGetMaterialfv(...)
Blender.BGL.glGetMaterialiv(...)
Blender.BGL.glGetPixelMapfv(...)
Blender.BGL.glGetPixelMapuiv(...)
Blender.BGL.glGetPixelMapusv(...)
Blender.BGL.glGetPolygonStipple(...)
Blender.BGL.glGetString(...)
Blender.BGL.glGetTexEnvfv(...)
Blender.BGL.glGetTexEnviv(...)
Blender.BGL.glGetTexGendv(...)
Blender.BGL.glGetTexGenfv(...)
Blender.BGL.glGetTexGeniv(...)
Blender.BGL.glGetTexImage(...)
Blender.BGL.glGetTexLevelParameterfv(...)
Blender.BGL.glGetTexLevelParameteriv(...)
Blender.BGL.glGetTexParameterfv(...)
Blender.BGL.glGetTexParameteriv(...)
Blender.BGL.glHint(...)
Blender.BGL.glIndexMask(...)
Blender.BGL.glIndexd(...)
Blender.BGL.glIndexdv(...)
Blender.BGL.glIndexf(...)
Blender.BGL.glIndexfv(...)
Blender.BGL.glIndexi(...)
Blender.BGL.glIndexiv(...)
Blender.BGL.glIndexs(...)
Blender.BGL.glIndexsv(...)
Blender.BGL.glInitNames(...)
Blender.BGL.glIsEnabled(...)
Blender.BGL.glIsList(...)
Blender.BGL.glIsTexture(...)
Blender.BGL.glLightModelf(...)
Blender.BGL.glLightModelfv(...)
Blender.BGL.glLightModeli(...)
Blender.BGL.glLightModeliv(...)
Blender.BGL.glLightf(...)
Blender.BGL.glLightfv(...)
Blender.BGL.glLighti(...)
Blender.BGL.glLightiv(...)
Blender.BGL.glLineStipple(...)
Blender.BGL.glLineWidth(...)
Blender.BGL.glListBase(...)
Blender.BGL.glLoadIdentity(...)
Blender.BGL.glLoadMatrixd(...)
Blender.BGL.glLoadMatrixf(...)
Blender.BGL.glLoadName(...)
Blender.BGL.glLogicOp(...)
Blender.BGL.glMap1d(...)
Blender.BGL.glMap1f(...)
Blender.BGL.glMap2d(...)
Blender.BGL.glMap2f(...)
Blender.BGL.glMapGrid1d(...)
Blender.BGL.glMapGrid1f(...)
Blender.BGL.glMapGrid2d(...)
Blender.BGL.glMapGrid2f(...)
Blender.BGL.glMaterialf(...)
Blender.BGL.glMaterialfv(...)
Blender.BGL.glMateriali(...)
Blender.BGL.glMaterialiv(...)
Blender.BGL.glMatrixMode(...)
Blender.BGL.glMultMatrixd(...)
Blender.BGL.glMultMatrixf(...)
Blender.BGL.glNewList(...)
Blender.BGL.glNormal3b(...)
Blender.BGL.glNormal3bv(...)
Blender.BGL.glNormal3d(...)
Blender.BGL.glNormal3dv(...)
Blender.BGL.glNormal3f(...)
Blender.BGL.glNormal3fv(...)
Blender.BGL.glNormal3i(...)
Blender.BGL.glNormal3iv(...)
Blender.BGL.glNormal3s(...)
Blender.BGL.glNormal3sv(...)
Blender.BGL.glOrtho(...)
Blender.BGL.glPassThrough(...)
Blender.BGL.glPixelMapfv(...)
Blender.BGL.glPixelMapuiv(...)
Blender.BGL.glPixelMapusv(...)
Blender.BGL.glPixelStoref(...)
Blender.BGL.glPixelStorei(...)
Blender.BGL.glPixelTransferf(...)
Blender.BGL.glPixelTransferi(...)
Blender.BGL.glPixelZoom(...)
Blender.BGL.glPointSize(...)
Blender.BGL.glPolygonMode(...)
Blender.BGL.glPolygonOffset(...)
Blender.BGL.glPolygonStipple(...)
Blender.BGL.glPopAttrib(...)
Blender.BGL.glPopMatrix(...)
Blender.BGL.glPopName(...)
Blender.BGL.glPrioritizeTextures(...)
Blender.BGL.glPushAttrib(...)
Blender.BGL.glPushMatrix(...)
Blender.BGL.glPushName(...)
Blender.BGL.glRasterPos2d(...)
Blender.BGL.glRasterPos2dv(...)
Blender.BGL.glRasterPos2f(...)
Blender.BGL.glRasterPos2fv(...)
Blender.BGL.glRasterPos2i(...)
Blender.BGL.glRasterPos2iv(...)
Blender.BGL.glRasterPos2s(...)
Blender.BGL.glRasterPos2sv(...)
Blender.BGL.glRasterPos3d(...)
Blender.BGL.glRasterPos3dv(...)
Blender.BGL.glRasterPos3f(...)
Blender.BGL.glRasterPos3fv(...)
Blender.BGL.glRasterPos3i(...)
Blender.BGL.glRasterPos3iv(...)
Blender.BGL.glRasterPos3s(...)
Blender.BGL.glRasterPos3sv(...)
Blender.BGL.glRasterPos4d(...)
Blender.BGL.glRasterPos4dv(...)
Blender.BGL.glRasterPos4f(...)
Blender.BGL.glRasterPos4fv(...)
Blender.BGL.glRasterPos4i(...)
Blender.BGL.glRasterPos4iv(...)
Blender.BGL.glRasterPos4s(...)
Blender.BGL.glRasterPos4sv(...)
Blender.BGL.glReadBuffer(...)
Blender.BGL.glReadPixels(...)
Blender.BGL.glRectd(...)
Blender.BGL.glRectdv(...)
Blender.BGL.glRectf(...)
Blender.BGL.glRectfv(...)
Blender.BGL.glRecti(...)
Blender.BGL.glRectiv(...)
Blender.BGL.glRects(...)
Blender.BGL.glRectsv(...)
Blender.BGL.glRenderMode(...)
Blender.BGL.glRotated(...)
Blender.BGL.glRotatef(...)
Blender.BGL.glScaled(...)
Blender.BGL.glScalef(...)
Blender.BGL.glScissor(...)
Blender.BGL.glSelectBuffer(...)
Blender.BGL.glShadeModel(...)
Blender.BGL.glStencilFunc(...)
Blender.BGL.glStencilMask(...)
Blender.BGL.glStencilOp(...)
Blender.BGL.glTexCoord1d(...)
Blender.BGL.glTexCoord1dv(...)
Blender.BGL.glTexCoord1f(...)
Blender.BGL.glTexCoord1fv(...)
Blender.BGL.glTexCoord1i(...)
Blender.BGL.glTexCoord1iv(...)
Blender.BGL.glTexCoord1s(...)
Blender.BGL.glTexCoord1sv(...)
Blender.BGL.glTexCoord2d(...)
Blender.BGL.glTexCoord2dv(...)
Blender.BGL.glTexCoord2f(...)
Blender.BGL.glTexCoord2fv(...)
Blender.BGL.glTexCoord2i(...)
Blender.BGL.glTexCoord2iv(...)
Blender.BGL.glTexCoord2s(...)
Blender.BGL.glTexCoord2sv(...)
Blender.BGL.glTexCoord3d(...)
Blender.BGL.glTexCoord3dv(...)
Blender.BGL.glTexCoord3f(...)
Blender.BGL.glTexCoord3fv(...)
Blender.BGL.glTexCoord3i(...)
Blender.BGL.glTexCoord3iv(...)
Blender.BGL.glTexCoord3s(...)
Blender.BGL.glTexCoord3sv(...)
Blender.BGL.glTexCoord4d(...)
Blender.BGL.glTexCoord4dv(...)
Blender.BGL.glTexCoord4f(...)
Blender.BGL.glTexCoord4fv(...)
Blender.BGL.glTexCoord4i(...)
Blender.BGL.glTexCoord4iv(...)
Blender.BGL.glTexCoord4s(...)
Blender.BGL.glTexCoord4sv(...)
Blender.BGL.glTexEnvf(...)
Blender.BGL.glTexEnvfv(...)
Blender.BGL.glTexEnvi(...)
Blender.BGL.glTexEnviv(...)
Blender.BGL.glTexGend(...)
Blender.BGL.glTexGendv(...)
Blender.BGL.glTexGenf(...)
Blender.BGL.glTexGenfv(...)
Blender.BGL.glTexGeni(...)
Blender.BGL.glTexGeniv(...)
Blender.BGL.glTexImage1D(...)
Blender.BGL.glTexImage2D(...)
Blender.BGL.glTexParameterf(...)
Blender.BGL.glTexParameterfv(...)
Blender.BGL.glTexParameteri(...)
Blender.BGL.glTexParameteriv(...)
Blender.BGL.glTranslated(...)
Blender.BGL.glTranslatef(...)
Blender.BGL.glVertex2d(...)
Blender.BGL.glVertex2dv(...)
Blender.BGL.glVertex2f(...)
Blender.BGL.glVertex2fv(...)
Blender.BGL.glVertex2i(...)
Blender.BGL.glVertex2iv(...)
Blender.BGL.glVertex2s(...)
Blender.BGL.glVertex2sv(...)
Blender.BGL.glVertex3d(...)
Blender.BGL.glVertex3dv(...)
Blender.BGL.glVertex3f(...)
Blender.BGL.glVertex3fv(...)
Blender.BGL.glVertex3i(...)
Blender.BGL.glVertex3iv(...)
Blender.BGL.glVertex3s(...)
Blender.BGL.glVertex3sv(...)
Blender.BGL.glVertex4d(...)
Blender.BGL.glVertex4dv(...)
Blender.BGL.glVertex4f(...)
Blender.BGL.glVertex4fv(...)
Blender.BGL.glVertex4i(...)
Blender.BGL.glVertex4iv(...)
Blender.BGL.glVertex4s(...)
Blender.BGL.glVertex4sv(...)
Blender.BGL.glViewport(...)


Camera module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender Camera module

This module provides access to **Camera Data** objects in Blender

Example::

  from Blender import Camera, Object, Scene
  c = Camera.New('ortho')      # create new ortho camera data
  c.lens = 35.0                # set lens value
  cur = Scene.getCurrent()     # get current Scene
  ob = Object.New('Camera')    # make camera object
  ob.link(c)                   # link camera data with this object
  cur.link(ob)                 # link object into scene
  cur.setCurrentCamera(ob)     # make this camera the active

builtin function or methods
Blender.Camera.Get(...)
Camera.Get (name = None):
Return the camera data with the given 'name', None if not found, or
Return a list with all Camera Data objects in the current scene,
if no argument was given.

Blender.Camera.New(...)
Camera.New (type = 'persp', name = 'CamData'):
Return a new Camera Data object with the given type and name.

Blender.Camera.get(...)
Camera.Get (name = None):
Return the camera data with the given 'name', None if not found, or
Return a list with all Camera Data objects in the current scene,
if no argument was given.


Curve module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender Curve module

This module provides access to **Curve Data** in Blender.
Functions :
	New(opt name) : creates a new curve object with the given name (optional)
	Get(name) : retreives a curve  with the given name (mandatory)
	get(name) : same as Get. Kept for compatibility reasons

builtin function or methods
Blender.Curve.Get(...)
xxx

Blender.Curve.New(...)
Blender.Curve.get(...)
xxx


Draw module

parents
Blender

builtin function or methods
Button
Create
Draw
Exit
GetStringWidth
Menu
Number
Redraw
Register
Scrollbar
Slider
String
Text
Toggle

documentation

The Blender.Draw submodule

ints
Blender.Draw.ACCENTGRAVEKEY = 229
Blender.Draw.AKEY = 97
Blender.Draw.BACKSLASHKEY = 233
Blender.Draw.BACKSPACEKEY = 223
Blender.Draw.BKEY = 98
Blender.Draw.CAPSLOCKKEY = 211
Blender.Draw.CKEY = 99
Blender.Draw.COMMAKEY = 227
Blender.Draw.DELKEY = 224
Blender.Draw.DKEY = 100
Blender.Draw.DOWNARROWKEY = 138
Blender.Draw.EIGHTKEY = 56
Blender.Draw.EKEY = 101
Blender.Draw.ENDKEY = 170
Blender.Draw.EQUALKEY = 234
Blender.Draw.ESCKEY = 218
Blender.Draw.F10KEY = 309
Blender.Draw.F11KEY = 310
Blender.Draw.F12KEY = 311
Blender.Draw.F1KEY = 300
Blender.Draw.F2KEY = 301
Blender.Draw.F3KEY = 302
Blender.Draw.F4KEY = 303
Blender.Draw.F5KEY = 304
Blender.Draw.F6KEY = 305
Blender.Draw.F7KEY = 306
Blender.Draw.F8KEY = 307
Blender.Draw.F9KEY = 308
Blender.Draw.FIVEKEY = 53
Blender.Draw.FKEY = 102
Blender.Draw.FOURKEY = 52
Blender.Draw.GKEY = 103
Blender.Draw.HKEY = 104
Blender.Draw.HOMEKEY = 167
Blender.Draw.IKEY = 105
Blender.Draw.INPUTCHANGE = 19
Blender.Draw.INSERTKEY = 166
Blender.Draw.JKEY = 106
Blender.Draw.KEYBD = 16
Blender.Draw.KKEY = 107
Blender.Draw.LEFTALTKEY = 213
Blender.Draw.LEFTARROWKEY = 137
Blender.Draw.LEFTBRACKETKEY = 235
Blender.Draw.LEFTCTRLKEY = 212
Blender.Draw.LEFTMOUSE = 1
Blender.Draw.LEFTSHIFTKEY = 217
Blender.Draw.LINEFEEDKEY = 222
Blender.Draw.LKEY = 108
Blender.Draw.MIDDLEMOUSE = 2
Blender.Draw.MINUSKEY = 230
Blender.Draw.MKEY = 109
Blender.Draw.MOUSEX = 4
Blender.Draw.MOUSEY = 5
Blender.Draw.NINEKEY = 57
Blender.Draw.NKEY = 110
Blender.Draw.OKEY = 111
Blender.Draw.ONEKEY = 49
Blender.Draw.PAD0 = 150
Blender.Draw.PAD1 = 151
Blender.Draw.PAD2 = 152
Blender.Draw.PAD3 = 153
Blender.Draw.PAD4 = 154
Blender.Draw.PAD5 = 155
Blender.Draw.PAD6 = 156
Blender.Draw.PAD7 = 157
Blender.Draw.PAD8 = 158
Blender.Draw.PAD9 = 159
Blender.Draw.PADASTERKEY = 160
Blender.Draw.PADENTER = 163
Blender.Draw.PADMINUS = 162
Blender.Draw.PADPERIOD = 199
Blender.Draw.PADPLUSKEY = 164
Blender.Draw.PADSLASHKEY = 161
Blender.Draw.PAGEDOWNKEY = 169
Blender.Draw.PAGEUPKEY = 168
Blender.Draw.PAUSEKEY = 165
Blender.Draw.PERIODKEY = 226
Blender.Draw.PKEY = 112
Blender.Draw.QFULL = 20
Blender.Draw.QKEY = 113
Blender.Draw.QUOTEKEY = 228
Blender.Draw.Q_FIRSTTIME = 25
Blender.Draw.RAWKEYBD = 17
Blender.Draw.REDRAW = 18
Blender.Draw.RETKEY = 220
Blender.Draw.RIGHTALTKEY = 214
Blender.Draw.RIGHTARROWKEY = 139
Blender.Draw.RIGHTBRACKETKEY = 236
Blender.Draw.RIGHTCTRLKEY = 215
Blender.Draw.RIGHTMOUSE = 3
Blender.Draw.RIGHTSHIFTKEY = 216
Blender.Draw.RKEY = 114
Blender.Draw.SEMICOLONKEY = 225
Blender.Draw.SEVENKEY = 55
Blender.Draw.SIXKEY = 54
Blender.Draw.SKEY = 115
Blender.Draw.SLASHKEY = 232
Blender.Draw.SPACEKEY = 221
Blender.Draw.TABKEY = 219
Blender.Draw.THREEKEY = 51
Blender.Draw.TIMER0 = 6
Blender.Draw.TIMER1 = 7
Blender.Draw.TIMER2 = 8
Blender.Draw.TIMER3 = 9
Blender.Draw.TKEY = 116
Blender.Draw.TWOKEY = 50
Blender.Draw.UKEY = 117
Blender.Draw.UPARROWKEY = 140
Blender.Draw.VKEY = 118
Blender.Draw.WINCLOSE = 23
Blender.Draw.WINFREEZE = 21
Blender.Draw.WINQUIT = 24
Blender.Draw.WINTHAW = 22
Blender.Draw.WKEY = 119
Blender.Draw.XKEY = 120
Blender.Draw.YKEY = 121
Blender.Draw.ZEROKEY = 48
Blender.Draw.ZKEY = 122

builtin function or methods
Blender.Draw.Button(...)
(name, event, x, y, width, height, [tooltip]) - Create a new Button (push) button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
[tooltip=] The button's tooltip

Blender.Draw.Create(...)
(value) - Create a default Button object

(value) - The value to store in the button

Valid values are ints, floats, and strings

Blender.Draw.Draw(...)
() - Force an immediate redraw

Forced redraws are not buffered, in other words the window is redrawn
exactly once for everytime this function is called.

Blender.Draw.Exit(...)
() - Exit the windowing interface

Blender.Draw.GetStringWidth(...)
(text, font = 'normal') - Return the width in pixels of the given string
(font) The font size: 'normal' (default), 'small' or 'tiny'.

Blender.Draw.Menu(...)
(name, event, x, y, width, height, default, [tooltip]) - Create a new Menu button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(default) The number of the option to be selected by default
[tooltip=] The button's tooltip

The menu options are specified through the name of the
button. Options are followed by a format code and separated
by the '|' (pipe) character.
Valid format codes are
%t - The option should be used as the title
%xN - The option should set the integer N in the button value.

Blender.Draw.Number(...)
(name, event, x, y, width, height, initial, min, max, [tooltip]) - Create a new Number button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(initial, min, max) Three values (int or float) specifying the initial and limit values.
[tooltip=] The button's tooltip

Blender.Draw.Redraw(...)
([after]) - Queue a redraw event

[after=0] Determines whether the redraw is processed before
or after other input events.

Redraw events are buffered so that regardless of how many events
are queued the window only receives one redraw event.

Blender.Draw.Register(...)
(draw, event, button) - Register callbacks for windowing

(draw) A function to draw the screen, taking no arguments
(event) A function to handle events, taking 2 arguments (evt, val)
(evt) The event number
(val) The value modifier (for key and mouse press/release)
(button) A function to handle button events, taking 1 argument (evt)
(evt) The button number

A None object can be passed if a callback is unused.

Blender.Draw.Scrollbar(...)
(event, x, y, width, height, initial, min, max, [update, tooltip]) - Create a new Scrollbar

(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(initial, min, max) Three values (int or float) specifying the initial and limit values.
[update=1] A value controlling whether the slider will emit events as it is edited.
A non-zero value (default) enables the events. A zero value supresses them.
[tooltip=] The button's tooltip

Blender.Draw.Slider(...)
(name, event, x, y, width, height, initial, min, max, [update, tooltip]) - Create a new Slider button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(initial, min, max) Three values (int or float) specifying the initial and limit values.
[update=1] A value controlling whether the slider will emit events as it is edited.
A non-zero value (default) enables the events. A zero value supresses them.
[tooltip=] The button's tooltip

Blender.Draw.String(...)
(name, event, x, y, width, height, initial, length, [tooltip]) - Create a new String button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(initial) The string to display initially
(length) The maximum input length
[tooltip=] The button's tooltip

Blender.Draw.Text(...)
(text, font = 'normal') - Draw text onscreen

(text) The text to draw
(font) The font size: 'normal' (default), 'small' or 'tiny'.

NEW! - This function now returns the width of the drawn string.

Blender.Draw.Toggle(...)
(name, event, x, y, width, height, default, [tooltip]) - Create a new Toggle button

(name) A string to display on the button
(event) The event number to pass to the button event function when activated
(x, y) The lower left coordinate of the button
(width, height) The button width and height
(default) An integer (0 or 1) specifying the default state
[tooltip=] The button's tooltip


Effect module

parents
Blender

modules
Build
Particle
Wave

builtin function or methods
Get
New
get

builtin function or methods
Blender.Effect.Get(...)
Blender.Effect.New(...)
Blender.Effect.get(...)

modules

Build module

parents
Blender
Effect

builtin function or methods
Get
New
get

documentation

The Blender Build module
This module provides access to **Build Data** objects in Blender

builtin function or methods
Blender.Effect.Build.Get(...)
Build.Get (name = None):
Return the build data with the given 'name', None if not found, or
Return a list with all Build Data objects in the current scene,
if no argument was given.

Blender.Effect.Build.New(...)
Build.New ():
Return a new Build Data object with the given type and name.

Blender.Effect.Build.get(...)
Build.Get (name = None):
Return the build data with the given 'name', None if not found, or
Return a list with all Build Data objects in the current scene,
if no argument was given.


Particle module

parents
Blender
Effect

builtin function or methods
Get
New
get

documentation

The Blender Particle module

This module provides access to **Object Data** in Blender.
Functions :
	New(opt name) : creates a new part object with the given name (optional)
	Get(name) : retreives a particle  with the given name (mandatory)
	get(name) : same as Get. Kept for compatibility reasons

builtin function or methods
Blender.Effect.Particle.Get(...)
xxx

Blender.Effect.Particle.New(...)
Blender.Effect.Particle.get(...)
xxx


Wave module

parents
Blender
Effect

builtin function or methods
Get
New
get

documentation

The Blender Wave module

This module provides access to **Object Data** in Blender.
Functions :
	New(opt name) : creates a new wave object with the given name (optional)
	Get(name) : retreives a wave  with the given name (mandatory)
	get(name) : same as Get. Kept for compatibility reasons

builtin function or methods
Blender.Effect.Wave.Get(...)
xxx

Blender.Effect.Wave.New(...)
Blender.Effect.Wave.get(...)
xxx


Image module

parents
Blender

builtin function or methods
Get
Load
New
get

documentation

The Blender Image module

builtin function or methods
Blender.Image.Get(...)
(name) - return the image with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all images in the
current scene.

Blender.Image.Load(...)
(filename) - return image from file filename as Image Object, returns None if not found.

Blender.Image.New(...)
() - return a new Image object -- unimplemented

Blender.Image.get(...)
(name) - return the image with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all images in the
current scene.


Ipo module

parents
Blender

builtin function or methods
Get
New
Recalc
get

builtin function or methods
Blender.Ipo.Get(...)
Blender.Ipo.New(...)
Blender.Ipo.Recalc(...)
Blender.Ipo.get(...)


IpoCurve module

parents
Blender

builtin function or methods
Get
New
get

builtin function or methods
Blender.IpoCurve.Get(...)
Blender.IpoCurve.New(...)
Blender.IpoCurve.get(...)


Lamp module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender Lamp module

This module provides control over **Lamp Data** objects in Blender.

Example::

  from Blender import Lamp
  l = Lamp.New('Spot')            # create new 'Spot' lamp data
  l.setMode('square', 'shadow')   # set these two lamp mode flags
  ob = Object.New('Lamp')         # create new lamp object
  ob.link(l)                      # link lamp obj with lamp data

Blender constants

{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2} Blender constant

parents
Blender
Lamp

ints
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Halo = 2
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Layer = 4
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Negative = 16
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.OnlyShadow = 32
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Quad = 8
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Shadows = 1
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Sphere = 64
Blender.Lamp.{'Shadows': 1, 'Sphere': 64, 'Layer': 4, 'Square': 128, 'OnlyShadow': 32, 'Quad': 8, 'Negative': 16, 'Halo': 2}.Square = 128


{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2} Blender constant

parents
Blender
Lamp

ints
Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Hemi = 3
Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Lamp = 0
Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Spot = 2
Blender.Lamp.{'Sun': 1, 'Lamp': 0, 'Hemi': 3, 'Spot': 2}.Sun = 1

builtin function or methods
Blender.Lamp.Get(...)
Lamp.Get (name = None):
Return the Lamp Data with the given name, None if not found, or
Return a list with all Lamp Data objects in the current scene,
if no argument was given.

Blender.Lamp.New(...)
Lamp.New (type = 'Lamp', name = 'LampData'):
Return a new Lamp Data object with the given type and name.

Blender.Lamp.get(...)
Lamp.Get (name = None):
Return the Lamp Data with the given name, None if not found, or
Return a list with all Lamp Data objects in the current scene,
if no argument was given.


Material module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender Material module

Blender constants

{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16} Blender constant

parents
Blender
Material

ints
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ENV = 512
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALO = 32
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOFLARE = 32768
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOLINES = 512
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOPUNO = 8192
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALORINGS = 256
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOSHADE = 16384
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOSTAR = 2048
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOTEX = 4096
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.HALOXALPHA = 1024
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.NOMIST = 16384
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ONLYSHADOW = 1024
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.SHADELESS = 4
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.SHADOW = 2
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.TEXFACE = 2048
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.TRACEABLE = 1
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.VCOL_LIGHT = 16
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.VCOL_PAINT = 128
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.WIRE = 8
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ZINVERT = 256
Blender.Material.{'HALOLINES': 512, 'HALOSTAR': 2048, 'WIRE': 8, 'ONLYSHADOW': 1024, 'TEXFACE': 2048, 'NOMIST': 16384, 'TRACEABLE': 1, 'VCOL_PAINT': 128, 'SHADELESS': 4, 'HALOPUNO': 8192, 'HALO': 32, 'HALOTEX': 4096, 'HALOFLARE': 32768, 'HALOXALPHA': 1024, 'ZINVERT': 256, 'ENV': 512, 'ZTRANSP': 64, 'SHADOW': 2, 'HALOSHADE': 16384, 'HALORINGS': 256, 'VCOL_LIGHT': 16}.ZTRANSP = 64

builtin function or methods
Blender.Material.Get(...)
(name) - return the material called 'name', None if not found.
() - return a list of all materials in the current scene.

Blender.Material.New(...)
(name) - return a new material called 'name'
() - return a new material called 'Mat'

Blender.Material.get(...)
(name) - return the material called 'name', None if not found.
() - return a list of all materials in the current scene.


Metaball module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender Metaball module


Metaballs are spheres that can join each other to create smooth, organic volumes
. The spheres themseves are called 'Metaelements' and can be accessed from the Metaball module.

builtin function or methods
Blender.Metaball.Get(...)
Retreives an existing metaball

Blender.Metaball.New(...)
Creates a new metaball

Blender.Metaball.get(...)
Retreives an existing metaball


NMesh module

parents
Blender

builtin function or methods
Col
Face
GetRaw
GetRawFromObject
New
PutRaw
Vert

documentation

The Blender.NMesh submodule

Blender constants

{'ACTIVE': 2, 'HIDE': 64, 'SELECT': 1} Blender constant

parents
Blender
NMesh

ints
Blender.NMesh.{'ACTIVE': 2, 'HIDE': 64, 'SELECT': 1}.ACTIVE = 2
Blender.NMesh.{'ACTIVE': 2, 'HIDE': 64, 'SELECT': 1}.HIDE = 64
Blender.NMesh.{'ACTIVE': 2, 'HIDE': 64, 'SELECT': 1}.SELECT = 1


{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256} Blender constant

parents
Blender
NMesh

ints
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.ALL = 65535
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.BILLBOARD = 4096
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.DYNAMIC = 1
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.HALO = 256
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.INVISIBLE = 1024
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.LIGHT = 16
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.OBCOL = 2048
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHADOW = 8192
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHAREDCOL = 64
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.SHAREDVERT = 8
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TEX = 4
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TILES = 128
Blender.NMesh.{'ALL': 65535, 'SHAREDVERT': 8, 'OBCOL': 2048, 'LIGHT': 16, 'DYNAMIC': 1, 'TILES': 128, 'TEX': 4, 'BILLBOARD': 4096, 'INVISIBLE': 1024, 'TWOSIDE': 512, 'SHADOW': 8192, 'SHAREDCOL': 64, 'HALO': 256}.TWOSIDE = 512


{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3} Blender constant

parents
Blender
NMesh

ints
Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.ADD = 1
Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.ALPHA = 2
Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.SOLID = 0
Blender.NMesh.{'SOLID': 0, 'ALPHA': 2, 'ADD': 1, 'SUB': 3}.SUB = 3

builtin function or methods
Blender.NMesh.Col(...)
([r, g, b, a]) - Get a new mesh color

[r=255, g=255, b=255, a=255] Specify the color components

Blender.NMesh.Face(...)
(vertexlist = None) - Get a new face, and pass optional vertex list

Blender.NMesh.GetRaw(...)
([name]) - Get a raw mesh from Blender

[name] Name of the mesh to be returned

If name is not specified a new empty mesh is
returned, otherwise Blender returns an existing
mesh.

Blender.NMesh.GetRawFromObject(...)
(name) - Get the raw mesh used by a Blender object

(name) Name of the object to get the mesh from

This returns the mesh as used by the object, which
means it contains all deformations and modifications.

Blender.NMesh.New(...)
() - returns a new, empty NMesh mesh object

Blender.NMesh.PutRaw(...)
(mesh, [name, renormal]) - Return a raw mesh to Blender

(mesh) The NMesh object to store
[name] The mesh to replace
[renormal=1] Flag to control vertex normal recalculation

If the name of a mesh to replace is not given a new
object is created and returned.

Blender.NMesh.Vert(...)
([x, y, z]) - Get a new vertice

[x, y, z] Specify new coordinates


Object module

parents
Blender

builtin function or methods
Get
GetSelected
New
get
getSelected

documentation

The Blender Object module

This module provides access to **Object Data** in Blender.

builtin function or methods
Blender.Object.Get(...)
(name) - return the object with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all objects in the
current scene.

Blender.Object.GetSelected(...)
() - Returns a list of selected Objects in the active layer(s)
The active object is the first in the list, if visible

Blender.Object.New(...)
(type) - Add a new object of type 'type' in the current scene

Blender.Object.get(...)
(name) - return the object with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all objects in the
current scene.

Blender.Object.getSelected(...)
() - Returns a list of selected Objects in the active layer(s)
The active object is the first in the list, if visible


Scene module

parents
Blender

builtin function or methods
Get
GetCurrent
New
Unlink
get
getCurrent
unlink

documentation

The Blender.Scene submodule

builtin function or methods
Blender.Scene.Get(...)
(name = None) - Return the scene called 'name'.
If 'name' is None, return a list with all Scenes.

Blender.Scene.GetCurrent(...)
() - Return the currently active Scene in Blender.

Blender.Scene.New(...)
(name = 'Scene') - Create a new Scene called 'name' in Blender.

Blender.Scene.Unlink(...)
(scene) - Unlink (delete) scene 'Scene' from Blender.
(scene) is of type Blender scene.

Blender.Scene.get(...)
(name = None) - Return the scene called 'name'.
If 'name' is None, return a list with all Scenes.

Blender.Scene.getCurrent(...)
() - Return the currently active Scene in Blender.

Blender.Scene.unlink(...)
(scene) - Unlink (delete) scene 'Scene' from Blender.
(scene) is of type Blender scene.


Text module

parents
Blender

builtin function or methods
Get
Load
New
get
unlink

documentation

The Blender Text module

builtin function or methods
Blender.Text.Get(...)
(name) - return the Text with name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all Texts in the
current scene.

Blender.Text.Load(...)
(filename) - return text from file filename as a Text Object, returns None if not found.

Blender.Text.New(...)
() - return a new Text object

Blender.Text.get(...)
(name) - return the Text with name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all Texts in the
current scene.

Blender.Text.unlink(...)
(text) - remove Text object 'text' from Blender


Types module

parents
Blender

documentation

The Blender Types module

This module is a dictionary of all Blender Python types

types
Blender.Types.ArmatureType = <type 'Blender Armature'>
Blender.Types.BoneType = <type 'Blender Bone'>
Blender.Types.ButtonType = <type 'Button'>
Blender.Types.CameraType = <type 'Blender Camera'>
Blender.Types.CurveType = <type 'Curve'>
Blender.Types.ImageType = <type 'Blender Image'>
Blender.Types.IpoType = <type 'Ipo'>
Blender.Types.LampType = <type 'Blender Lamp'>
Blender.Types.MaterialType = <type 'Blender Material'>
Blender.Types.MetaballType = <type 'Metaball'>
Blender.Types.NMColType = <type 'Blender NMCol'>
Blender.Types.NMFaceType = <type 'Blender NMFace'>
Blender.Types.NMVertType = <type 'Blender NMVert'>
Blender.Types.NMeshType = <type 'Blender NMesh'>
Blender.Types.ObjectType = <type 'Blender Object'>
Blender.Types.SceneType = <type 'Scene'>
Blender.Types.TextType = <type 'Blender Text'>
Blender.Types.bufferType = <type 'buffer'>
Blender.Types.constantType = <type 'Blender constant'>
Blender.Types.rgbTupleType = <type 'rgbTuple'>
Blender.Types.vectorType = <type 'vector'>


Window module

parents
Blender

builtin function or methods
DrawProgressBar
FileSelector
ImageSelector
QRedrawAll
Redraw
RedrawAll
drawProgressBar

documentation

The Blender Window module

dicts
Blender.Window.Types = {'INFO': 7, 'SOUND': 11, 'VIEW3D': 1, 'SEQ': 8, 'TEXT': 9, 'IMAGE': 6, 'IMASEL': 10, 'IPO': 2, 'BUTS': 4, 'OOPS': 3, 'FILE': 5, 'ACTION': 12, 'NLA': 13}

builtin function or methods
Blender.Window.DrawProgressBar(...)
(done, text) - Draw a progress bar.
'done' is a float value <= 1.0, 'text' contains info about what is
currently being done.

Blender.Window.FileSelector(...)
(callback [, title]) - Open a file selector window.
The selected filename is used as argument to a function callback f(name)
that you must provide. 'title' is optional and defaults to 'SELECT FILE'.

Example:

import Blender

def my_function(filename):
print 'The selected file was: ', filename

Blender.Window.FileSelector(my_function, 'SAVE FILE')

Blender.Window.ImageSelector(...)
(callback [, title]) - Open an image selector window.
The selected filename is used as argument to a function callback f(name)
that you must provide. 'title' is optional and defaults to 'SELECT IMAGE'.

Example:

import Blender

def my_function(filename):
print 'The selected image file was: ', filename

Blender.Window.ImageSelector(my_function, 'LOAD IMAGE')

Blender.Window.QRedrawAll(...)
() - Redraw all windows by queue event

Blender.Window.Redraw(...)
() - Force a redraw of a specific Window Type (see Window.Types)

Blender.Window.RedrawAll(...)
() - Redraw all windows

Blender.Window.drawProgressBar(...)
(done, text) - Draw a progress bar.
'done' is a float value <= 1.0, 'text' contains info about what is
currently being done.


World module

parents
Blender

builtin function or methods
Get
New
get

documentation

The Blender World module

This module provides access to **World Data** objects in Blender

builtin function or methods
Blender.World.Get(...)
(name) - return the world with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all worlds in the
current scene.

Blender.World.New(...)
() - return a new World object

Blender.World.get(...)
(name) - return the world with the name 'name', returns None if not found.
If 'name' is not specified, it returns a list of all worlds in the
current scene.


sys module

parents
Blender

builtin function or methods
dirname

documentation

The Blender.sys submodule

This is a minimal sys module kept for compatibility.  It may also still be
useful for users without full Python installations.

strs
Blender.sys.dirsep = '\\'
Blender.sys.progname = 'C:\\PROGRA~1\\BLENDE~1\\BLENDE~1.28\\blender.exe'
Blender.sys.sep = '\\'

builtin function or methods
Blender.sys.dirname(...)