Chapitre 13 : Le type Mesh

C'est le type du Cube par défaut que l'on a quand on démarre Blender. Regardons ce que le complétion nous donne :

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
objCube = bpy.data.objects['Cube']

objCube.
            active_material
            active_material_index
            active_shape_key
            active_shape_key_index
            animation_data
            animation_data_clear(
            animation_data_create(
            animation_visualisation
            as_pointer(
            bl_rna
            bound_box
            callback_add(
            callback_remove(
            children
            closest_point_on_mesh(
            coat3D
            collision
            color
            constraints
            copy(
            data
            delta_location
            delta_rotation_euler
            delta_rotation_quaternion
            delta_scale
            dimensions
            draw_bounds_type
            draw_type
            driver_add(
            driver_remove(
            dupli_faces_scale
            dupli_frames_end
            dupli_frames_off
            dupli_frames_on
            dupli_frames_start
            dupli_group
            dupli_list
            dupli_list_clear(
            dupli_list_create(
            dupli_type
            empty_draw_size
            empty_draw_type
            empty_image_offset
            field
            find_armature(
            game
            get(
            grease_pencil
            hide
            hide_render
            hide_select
            id_data
            is_duplicator
            is_modified(
            is_property_hidden(
            is_property_set(
            is_updated
            is_updated_data
            is_visible(
            items(
            keyframe_delete(
            keyframe_insert(
            keys(
            layers
            library
            location
            lock_location
            lock_rotation
            lock_rotation_w
            lock_rotations_4d
            lock_scale
            material_slots
            matrix_basis
            matrix_local
            matrix_parent_inverse
            matrix_world
            mode
            modifiers
            motion_path
            myCollectionUEA
            myCollectionUEA_index
            name
            parent
            parent_bone
            parent_type
            parent_vertices
            particle_systems
            pass_index
            path_from_id(
            path_resolve(
            pose
            pose_library
            proxy
            proxy_group
            ray_cast(
            rna_type
            rotation_axis_angle
            rotation_euler
            rotation_mode
            rotation_quaternion
            scale
            select
            shape_key_add(
            show_axis
            show_bounds
            show_name
            show_only_shape_key
            show_texture_space
            show_transparent
            show_wire
            show_x_ray
            slow_parent_offset
            soft_body
            tag
            to_mesh(
            track_axis
            type
            type_recast(
            up_axis
            update_tag(
            use_dupli_faces_scale
            use_dupli_frames_speed
            use_dupli_vertices_rotation
            use_fake_user
            use_shape_key_edit_mode
            use_slow_parent
            user_clear(
            users
            users_group
            users_scene
            values(
            vertex_groups

Le moins que l'on puisse dire est que cette liste est longue.