output of help(bpy.ops.mbast)

NAME
bpy.ops.mbast

DATA
add_hair_preset = bpy.ops.mbast.add_hair_preset()
bpy.ops.mbast.add_hair_preset()
Add Hair Color to Presets

add_scalp = bpy.ops.mbast.add_scalp()
    bpy.ops.mbast.add_scalp()
    Add scalp mesh

auto_modelling = bpy.ops.mbast.auto_modelling()
    bpy.ops.mbast.auto_modelling()
    Analyze the mesh form and return a verisimilar human

auto_modelling_mix = bpy.ops.mbast.auto_modelling_mix()
    bpy.ops.mbast.auto_modelling_mix()
    Return a verisimilar human with multiple interpolations that make it nearest to average

bake_hair_shape = bpy.ops.mbast.bake_hair_shape()
    bpy.ops.mbast.bake_hair_shape()
    Bakes hair into shape

button_adjustrotation = bpy.ops.mbast.button_adjustrotation()
    bpy.ops.mbast.button_adjustrotation()
    Correct the animation with an offset to the bone angle

button_assets_off = bpy.ops.mbast.button_assets_off()
    bpy.ops.mbast.button_assets_off()
    Close assets and hair panel

button_assets_on = bpy.ops.mbast.button_assets_on()
    bpy.ops.mbast.button_assets_on()
    Open assets and hair panel

button_automodelling_off = bpy.ops.mbast.button_automodelling_off()
    bpy.ops.mbast.button_automodelling_off()
    Close automodelling panel

button_automodelling_on = bpy.ops.mbast.button_automodelling_on()
    bpy.ops.mbast.button_automodelling_on()
    Open automodelling panel

button_display_off = bpy.ops.mbast.button_display_off()
    bpy.ops.mbast.button_display_off()
    Close skin editor panel

button_display_on = bpy.ops.mbast.button_display_on()
    bpy.ops.mbast.button_display_on()
    Open skin editor panel

button_expressions_off = bpy.ops.mbast.button_expressions_off()
    bpy.ops.mbast.button_expressions_off()
    Close expressions panel

button_expressions_on = bpy.ops.mbast.button_expressions_on()
    bpy.ops.mbast.button_expressions_on()
    Open expressions panel

button_facerig_off = bpy.ops.mbast.button_facerig_off()
    bpy.ops.mbast.button_facerig_off()
    Close face rig panel

button_facerig_on = bpy.ops.mbast.button_facerig_on()
    bpy.ops.mbast.button_facerig_on()
    Open face rig panel

button_file_off = bpy.ops.mbast.button_file_off()
    bpy.ops.mbast.button_file_off()
    Close file panel

button_file_on = bpy.ops.mbast.button_file_on()
    bpy.ops.mbast.button_file_on()
    Open file panel

button_finalize_off = bpy.ops.mbast.button_finalize_off()
    bpy.ops.mbast.button_finalize_off()
    Close finalize panel

button_finalize_on = bpy.ops.mbast.button_finalize_on()
    bpy.ops.mbast.button_finalize_on()
    Open finalize panel

button_library_off = bpy.ops.mbast.button_library_off()
    bpy.ops.mbast.button_library_off()
    Close character library panel

button_library_on = bpy.ops.mbast.button_library_on()
    bpy.ops.mbast.button_library_on()
    Open character library panel

button_load_base_body = bpy.ops.mbast.button_load_base_body(filepath="...
    bpy.ops.mbast.button_load_base_body(filepath="", filter_glob="*.json")
    Load all vertices as a base body model.

button_load_bvh_adjustments = bpy.ops.mbast.button_load_bvh_adjustment...
    bpy.ops.mbast.button_load_bvh_adjustments(filepath="", filter_glob="*.json")
    Import the json file containing bvh animation adjustments

button_load_sculpted_body = bpy.ops.mbast.button_load_sculpted_body(fi...
    bpy.ops.mbast.button_load_sculpted_body(filepath="", filter_glob="*.json")
    Load all vertices as a sculpted body model.

button_parameters_off = bpy.ops.mbast.button_parameters_off()
    bpy.ops.mbast.button_parameters_off()
    Close details panel

button_parameters_on = bpy.ops.mbast.button_parameters_on()
    bpy.ops.mbast.button_parameters_on()
    Open details panel

button_pose_off = bpy.ops.mbast.button_pose_off()
    bpy.ops.mbast.button_pose_off()
    Close pose panel

button_pose_on = bpy.ops.mbast.button_pose_on()
    bpy.ops.mbast.button_pose_on()
    Open pose panel

button_proxy_fit_off = bpy.ops.mbast.button_proxy_fit_off()
    bpy.ops.mbast.button_proxy_fit_off()
    Close proxy panel

button_proxy_fit_on = bpy.ops.mbast.button_proxy_fit_on()
    bpy.ops.mbast.button_proxy_fit_on()
    Open proxy panel

button_random_off = bpy.ops.mbast.button_random_off()
    bpy.ops.mbast.button_random_off()
    Close random generator panel

button_random_on = bpy.ops.mbast.button_random_on()
    bpy.ops.mbast.button_random_on()
    Open random generator panel

button_rest_pose_off = bpy.ops.mbast.button_rest_pose_off()
    bpy.ops.mbast.button_rest_pose_off()
    Close rest pose panel

button_rest_pose_on = bpy.ops.mbast.button_rest_pose_on()
    bpy.ops.mbast.button_rest_pose_on()
    Open rest pose panel

button_save_body_as_is = bpy.ops.mbast.button_save_body_as_is(filepath...
    bpy.ops.mbast.button_save_body_as_is(filepath="", check_existing=True, filter_glob="*.json")
    Save all vertices of the actual body shown on screen in a file.

button_save_bvh_adjustments = bpy.ops.mbast.button_save_bvh_adjustment...
    bpy.ops.mbast.button_save_bvh_adjustments(filepath="", check_existing=True, filter_glob="*.json")
    Save bone corrections into a local json file

button_save_final_morph = bpy.ops.mbast.button_save_final_morph()
    bpy.ops.mbast.button_save_final_morph()
    Finalize the morph, create or open the morphs file, replace or append new morph

button_skin_off = bpy.ops.mbast.button_skin_off()
    bpy.ops.mbast.button_skin_off()
    Close skin editor panel

button_skin_on = bpy.ops.mbast.button_skin_on()
    bpy.ops.mbast.button_skin_on()
    Open skin editor panel

button_store_base_vertices = bpy.ops.mbast.button_store_base_vertices(...
    bpy.ops.mbast.button_store_base_vertices()
    !WARNING! UNDO UNAVAILABLE!!!

button_store_work_in_progress = bpy.ops.mbast.button_store_work_in_pro...
    bpy.ops.mbast.button_store_work_in_progress()
    Name and location are automatic

button_utilities_off = bpy.ops.mbast.button_utilities_off()
    bpy.ops.mbast.button_utilities_off()
    Close utilities panel

button_utilities_on = bpy.ops.mbast.button_utilities_on()
    bpy.ops.mbast.button_utilities_on()
    Open utilities panel

change_hair = bpy.ops.mbast.change_hair()
    bpy.ops.mbast.change_hair()
    Change Selected Hair Color

character_generator = bpy.ops.mbast.character_generator()
    bpy.ops.mbast.character_generator()
    Generate a new character according the parameters.

corrective_disable = bpy.ops.mbast.corrective_disable()
    bpy.ops.mbast.corrective_disable()
    Disable corrective smooth modifier in viewport

corrective_enable = bpy.ops.mbast.corrective_enable()
    bpy.ops.mbast.corrective_enable()
    Enable corrective smooth modifier in viewport

create_face_rig = bpy.ops.mbast.create_face_rig()
    bpy.ops.mbast.create_face_rig()
    Create the character's face Rig

del_hair_preset = bpy.ops.mbast.del_hair_preset()
    bpy.ops.mbast.del_hair_preset()
    Remove Hair Color from Presets

delete_face_rig = bpy.ops.mbast.delete_face_rig()
    bpy.ops.mbast.delete_face_rig()
    Delete the character's face Rig

delete_rotations = bpy.ops.mbast.delete_rotations()
    bpy.ops.mbast.delete_rotations()
    Delete Humanoid Rotation Limits for Character

displacement_disable = bpy.ops.mbast.displacement_disable()
    bpy.ops.mbast.displacement_disable()
    Disable displacement modifier

displacement_enable = bpy.ops.mbast.displacement_enable()
    bpy.ops.mbast.displacement_enable()
    Enable displacement preview (Warning: it will slow down the morphing)

export_allimages = bpy.ops.mbast.export_allimages(filepath="", check_e...
    bpy.ops.mbast.export_allimages(filepath="", check_existing=True, filter_glob="*.png")
    Export all texture maps for the character

export_character = bpy.ops.mbast.export_character(filepath="", check_e...
    bpy.ops.mbast.export_character(filepath="", check_existing=True, filter_glob="*.json")
    Export parameters for the character

export_dermimage = bpy.ops.mbast.export_dermimage(filepath="", check_e...
    bpy.ops.mbast.export_dermimage(filepath="", check_existing=True, filter_glob="*.png")
    Export albedo texture maps for the character

export_dispimage = bpy.ops.mbast.export_dispimage(filepath="", check_e...
    bpy.ops.mbast.export_dispimage(filepath="", check_existing=True, filter_glob="*.png")
    Export displacement texture map for the character

export_measures = bpy.ops.mbast.export_measures(filepath="", check_exi...
    bpy.ops.mbast.export_measures(filepath="", check_existing=True, filter_glob="*.json")
    Export parameters for the character

finalize_character = bpy.ops.mbast.finalize_character()
    bpy.ops.mbast.finalize_character()
    Finalize converting the parameters in shapekeys. Warning: after the conversion the character will be no longer modifiable using MB-Lab Tools

finalize_character_and_images = bpy.ops.mbast.finalize_character_and_i...
    bpy.ops.mbast.finalize_character_and_images(filepath="", check_existing=True, filter_glob="*.png")
    Finalize, saving all the textures and converting the parameters in shapekeys. Warning: after the conversion the character will be no longer modifiable using MB-Lab tools

humanoid_rot_limits = bpy.ops.mbast.humanoid_rot_limits()
    bpy.ops.mbast.humanoid_rot_limits()
    Add Humanoid Rotation Limits to Character

import_character = bpy.ops.mbast.import_character(filepath="", filter_...
    bpy.ops.mbast.import_character(filepath="", filter_glob="*.json")
    Import parameters for the character

import_dermal = bpy.ops.mbast.import_dermal(filepath="", filter_glob="...
    bpy.ops.mbast.import_dermal(filepath="", filter_glob="*.png")
    Import albedo texture maps for the character

import_displacement = bpy.ops.mbast.import_displacement(filepath="", f...
    bpy.ops.mbast.import_displacement(filepath="", filter_glob="*.png")
    Import displacement texture maps for the character

import_measures = bpy.ops.mbast.import_measures(filepath="", filter_gl...
    bpy.ops.mbast.import_measures(filepath="", filter_glob="*.json")
    Import parameters for the character

init_character = bpy.ops.mbast.init_character()
    bpy.ops.mbast.init_character()
    Create the character selected above

keyframe_expression = bpy.ops.mbast.keyframe_expression()
    bpy.ops.mbast.keyframe_expression()
    Insert a keyframe expression at the current time

load_animation = bpy.ops.mbast.load_animation(filepath="", filter_glob...
    bpy.ops.mbast.load_animation(filepath="", filter_glob="*.bvh")
    Import the animation from a bvh motion capture file

load_base_template = bpy.ops.mbast.load_base_template()
    bpy.ops.mbast.load_base_template()
    Import the humanoid template for proxies reference

manual_hair = bpy.ops.mbast.manual_hair()
    bpy.ops.mbast.manual_hair()
    Add Hair to Character from Selected Polygons

measures_apply = bpy.ops.mbast.measures_apply()
    bpy.ops.mbast.measures_apply()
    Fit the character to the measures

particle_hair = bpy.ops.mbast.particle_hair()
    bpy.ops.mbast.particle_hair()
    Add Hair to Character

pose_load = bpy.ops.mbast.pose_load(filepath="", filter_glob="*.json")
    bpy.ops.mbast.pose_load(filepath="", filter_glob="*.json")
    Import parameters for the character

pose_reset = bpy.ops.mbast.pose_reset()
    bpy.ops.mbast.pose_reset()
    Reset the angles of the armature bones

pose_save = bpy.ops.mbast.pose_save(filepath="", check_existing=True, ...
    bpy.ops.mbast.pose_save(filepath="", check_existing=True, filter_glob="*.json")
    Export pose

proxy_fit = bpy.ops.mbast.proxy_fit()
    bpy.ops.mbast.proxy_fit()
    Fit the selected proxy to the character

proxy_removefit = bpy.ops.mbast.proxy_removefit()
    bpy.ops.mbast.proxy_removefit()
    Remove fitting, so the proxy can be modified and then fitted again

rep_hair_preset = bpy.ops.mbast.rep_hair_preset()
    bpy.ops.mbast.rep_hair_preset()
    Replace Removed Hair Color

reset_allproperties = bpy.ops.mbast.reset_allproperties()
    bpy.ops.mbast.reset_allproperties()
    Reset all character parameters

reset_categoryonly = bpy.ops.mbast.reset_categoryonly()
    bpy.ops.mbast.reset_categoryonly()
    Reset the parameters for the current category

reset_expression = bpy.ops.mbast.reset_expression()
    bpy.ops.mbast.reset_expression()
    Reset the expression

restpose_load = bpy.ops.mbast.restpose_load(filepath="", filter_glob="...
    bpy.ops.mbast.restpose_load(filepath="", filter_glob="*.json")
    Import parameters for the character

restpose_save = bpy.ops.mbast.restpose_save(filepath="", check_existin...
    bpy.ops.mbast.restpose_save(filepath="", check_existing=True, filter_glob="*.json")
    Export pose

skindisplace_calculate = bpy.ops.mbast.skindisplace_calculate()
    bpy.ops.mbast.skindisplace_calculate()
    Calculate and apply the skin details using displace modifier

subdivision_disable = bpy.ops.mbast.subdivision_disable()
    bpy.ops.mbast.subdivision_disable()
    Disable subdivision modifier

subdivision_enable = bpy.ops.mbast.subdivision_enable()
    bpy.ops.mbast.subdivision_enable()
    Enable subdivision preview (Warning: it will slow down the morphing)

vertex_group_to_hair = bpy.ops.mbast.vertex_group_to_hair()
    bpy.ops.mbast.vertex_group_to_hair()
    Spawn hair from vertex groups

FILE
(built-in)

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