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)