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Operators

All 150 operators, as registered. Each one can be searched from Blender’s F3 menu by its name, added to Quick Favourites (right-click its button ▸ Add to Quick Favorites), or called from Python as bpy.ops.voxel_mode.<name>().

bpy.ops.voxel_mode.snap_to_grid

Move the selected voxel models onto the voxel lattice

bpy.ops.voxel_mode.benchmark

Time the edit loop on the active model and print the numbers

bpy.ops.voxel_mode.clear

Empty the model, keeping its grid, palette and placement

bpy.ops.voxel_mode.delete_model

Delete the voxel model and every mesh that belongs to it

bpy.ops.voxel_mode.duplicate_model

Duplicate the voxel model, grid and all

Option Type Default What it does
Move Boolean True Start moving the copy straight away, the way Shift+D does

bpy.ops.voxel_mode.enter

Start voxel editing on the active model

bpy.ops.voxel_mode.exit

Stop voxel editing and go back to the ordinary select tool

bpy.ops.voxel_mode.fill_shape

Fill the model with a primitive shape

Option Type Default What it does
Shape Enum: Box, Sphere, Cylinder, Cone, Pyramid, Floor, Room BOX
Mode Enum: Add, Replace, Carve, Paint ADD
Hollow Boolean False Keep only a shell of the shape
Thickness Int 1
Margin Int 0 Empty voxels left around the shape
Use Active Color Boolean True Build the shape from the palette colour you are painting with
Color Int 1

bpy.ops.voxel_mode.join_to_mesh

Move between the grid and a mesh, whichever way round you are going

Option Type Default What it does
Merge Coplanar Faces Boolean True Greedily merge flat runs of faces into larger quads. Much lighter geometry at no cost in colour - a merged quad never crosses from one palette index to another
Keep Voxel Model Boolean True Leave the editable voxel model in the scene beside the mesh
One Object Per Group Boolean False Finalise into one mesh object per voxel group instead of one for the whole model. That is what a rigid body rig needs: Parent To Bone parents an object, so every part that moves on its own has to be one
Build Rig Boolean False Also build an armature: one bone per group, arranged the way the Groups panel says they hang off each other, with every part bound to its own bone
Rig Type Enum: Rigid Parts, Single Skinned Mesh RIGID What the rigged model should end up as
Root Bone Boolean True Add a single Root bone above everything. Unreal’s retargeting and root motion both expect one
Connect Bones Boolean True Reach each bone’s tail to the part it hangs off, so the skeleton reads as a chain rather than as loose stubs. A part with several children reaches for the nearest
Fill Inside Boolean True Fill the hollow the bake left. A finalised mesh is a shell - the inside of the model was never written as faces - so without this the model comes back hollow, which shows the moment you erase a voxel
Groups From Objects Boolean True Make each source object a voxel group named after it, so a model split for a rig comes back as one model that still knows where the cuts were
Voxel Size Float 0.0 Leave at 0 to read the size off the mesh’s own lattice, which is right unless the mesh has been scaled
Hide Source Meshes Boolean True Hide the meshes that were read, rather than leaving them inside the model
Enter Voxel Mode Boolean False Pick up the voxel tools on the result, ready to edit

bpy.ops.voxel_mode.new_model

Create an empty voxel model at the 3D cursor

Option Type Default What it does
Size Int 40
Voxel Size Float 0.1
Shape Enum: Empty, Box, Sphere, Cylinder, Cone, Pyramid, Floor, Room EMPTY
Hollow Boolean False Keep only a shell. Much lighter, and what you want if you are going to carve into it
Thickness Int 1 Wall thickness of a hollow shape, and of a floor or room
Margin Int 0 Empty voxels left around the shape, so there is room to build
Color Int 1 Palette index the shape is made of
Placement Enum: Beside Existing, 3D Cursor BESIDE
Enter Voxel Mode Boolean True Start editing the new model straight away. The default for this is in the add-on preferences

bpy.ops.voxel_mode.open_example

Open one of the example scenes

Option Type Default What it does
Example Enum: Shapes, Water SHAPES

bpy.ops.voxel_mode.rebuild

Rebuild every chunk mesh from the voxel grid

bpy.ops.voxel_mode.reshape

Grow, shrink or hollow out the whole model

Option Type Default What it does
operation String GROW

bpy.ops.voxel_mode.resize_model

Resize the whole model in whole voxels - drag, then click to confirm

Option Type Default What it does
Voxel Steps Int 0 Whole voxels to add to the model’s longest axis
Anchor Enum: Corner, Center CENTER

bpy.ops.voxel_mode.resize_grid

Set the grid size of the active voxel model to an exact number

Option Type Default What it does
Size Int 64
Anchor Enum: Corner, Center CORNER

bpy.ops.voxel_mode.new_model_empty

Go back to new models starting empty

bpy.ops.voxel_mode.setup_workspace

Create (or switch to) a Voxel workspace set up for modelling

Option Type Default What it does
Start Editing Boolean True

bpy.ops.voxel_mode.capture_key

Click, then press the key this should be on

bpy.ops.voxel_mode.pick_color

Set the active colour from the voxel under the cursor

Option Type Default What it does
Secondary Boolean False Set the secondary colour instead of the active one

bpy.ops.voxel_mode.redo

Redo the last undone voxel edit

bpy.ops.voxel_mode.reset_key

Put this shortcut back on the key it ships with

bpy.ops.voxel_mode.reset_keys

Put every shortcut back on the key it ships with

bpy.ops.voxel_mode.set_shape

Switch what a click or drag affects

bpy.ops.voxel_mode.set_tool

Switch voxel tool without going to the toolbar

bpy.ops.voxel_mode.select_model

Make the voxel model under the cursor the one you are editing

bpy.ops.voxel_mode.hover_modifier

Track a held modifier so the hover cursor can show what a click would do

bpy.ops.voxel_mode.undo

Undo the last voxel edit

bpy.ops.voxel_mode.call_menu

Open one of the add-on’s menus

bpy.ops.voxel_mode.stroke

Draw with the voxel brush

Option Type Default What it does
Action Enum: Attach, Erase, Paint, Unpaint ATTACH

bpy.ops.voxel_mode.delete_selection

Delete the selected voxels

bpy.ops.voxel_mode.select_none

Clear the voxel selection

bpy.ops.voxel_mode.fill_selection

Paint the selected voxels with the active colour

bpy.ops.voxel_mode.grow_selection

Take in the voxels touching the selection, or give back its outer layer

Option Type Default What it does
Direction Enum: Grow, Shrink GROW
Steps Int 1 How many layers to add or remove
Include Diagonals Boolean False Count voxels touching only at an edge or a corner as neighbours

bpy.ops.voxel_mode.select_invert

Select every voxel that is not selected

bpy.ops.voxel_mode.mirror_selection

Mirror the selected voxels across their own centre

Option Type Default What it does
Axis Enum: X, Y, Z 0

bpy.ops.voxel_mode.move_selection

Move the selected voxels by whole cells

Option Type Default What it does
Offset Int (0, 0, 1)

bpy.ops.voxel_mode.grab_selection

Move the selected voxels with the mouse

Option Type Default What it does
Duplicate Boolean False Leave the selected voxels where they are and drag a copy away from them

bpy.ops.voxel_mode.nudge_selection

Move the selected voxels one voxel, in the direction the arrow points

Option Type Default What it does
Direction Enum: Horizontal, Vertical, Depth HORIZONTAL
Step Int 1

bpy.ops.voxel_mode.rotate_selection

Turn the selected voxels around their own centre

Option Type Default What it does
Axis Enum: X, Y, Z 2
Quarter Turns Int 1

bpy.ops.voxel_mode.scale_selection

Resize the selected voxels about their own centre with the mouse

Option Type Default What it does
Factor Float 2.0

bpy.ops.voxel_mode.select_all

Select every voxel in the model

bpy.ops.voxel_mode.select_connected

Select every voxel connected to the one under the cursor

Option Type Default What it does
Mode Enum: Set, Extend, Subtract SET
Include Diagonals Boolean False Count voxels touching only at an edge or a corner as connected
Seed Int (-1, -1, -1) Voxel to spread from, or negative to use the selection

bpy.ops.voxel_mode.select_color

Select every voxel of one colour, anywhere in the model

Option Type Default What it does
Mode Enum: Set, Extend, Subtract SET
Seed Int (-1, -1, -1) Voxel whose colour to select, or negative to use the colours of the current selection

bpy.ops.voxel_mode.select_region

Drag a rectangle to select voxels

Option Type Default What it does
Mode Enum: Set, Extend, Subtract SET
Select Through Boolean True Take everything behind the rectangle as well, all the way through the model. Off, only the surface facing the viewer is selected

bpy.ops.voxel_mode.add_group

Add a part to this model. Assign voxels to it with Assign Selection

bpy.ops.voxel_mode.assign_group

Put the selected voxels in the active group

bpy.ops.voxel_mode.assign_new_group

Put the selected voxels in a brand new part, and make it the active one

bpy.ops.voxel_mode.clear_active_group

Make no part active, so the highlight goes away

bpy.ops.voxel_mode.move_group

Move this part up or down among the parts it shares a parent with

Option Type Default What it does
Direction Enum: Up, Down UP

bpy.ops.voxel_mode.group_parent_to_above

Make this part a child of the one above it in the list

bpy.ops.voxel_mode.unassign_group

Take the selected voxels out of whatever group they are in

bpy.ops.voxel_mode.remove_group

Remove the active part. Its voxels stay in the model, with no group

bpy.ops.voxel_mode.select_group

Select the voxels of a group

Option Type Default What it does
Group Int -1
Mode Enum: Set, Extend, Subtract SET
Seed Int (-1, -1, -1) Voxel whose group to select, or negative to use the active group

bpy.ops.voxel_mode.set_active_group

Make this part the active one, without changing the selection

bpy.ops.voxel_mode.group_unparent

Move this part up one level - out of the part it hangs off

bpy.ops.voxel_mode.adjust_selected

Shift the picked swatches round the colour wheel, or lighten them

Option Type Default What it does
Hue Float 0.0 How far round the colour wheel to move them. A whole turn is 1.0, so 0.5 is the opposite colour
Saturation Float 1.0 Multiplier on how colourful they are. 0 is grey
Brightness Float 1.0 Multiplier on how bright they are

bpy.ops.voxel_mode.copy_to_selected

Give every picked swatch the active swatch’s settings

Option Type Default What it does
Colour Boolean False Also give them the active swatch’s colour
Surface Boolean True Give them its roughness, metal, glow, reflection and refraction
Opacity Boolean True Give them its opacity - the colour’s alpha channel

bpy.ops.voxel_mode.enable_raytracing

Switch on the EEVEE raytracing that transmission is drawn with

Option Type Default What it does
Turn Off Fast GI Boolean True Fast GI speckles refraction with dark dots. Off is the clean look; on is slightly cheaper ambient occlusion

bpy.ops.voxel_mode.palette_gradient

Blend the picked swatches into a smooth ramp

Option Type Default What it does
Blend Enum: RGB, HSV, HSV (Long Way) RGB

bpy.ops.voxel_mode.load_palette

Load a palette file onto this model, replacing its colours and materials

bpy.ops.voxel_mode.load_palette_png

Load a palette image

Option Type Default What it does
Unused Entries Enum: Black, White, Keep BLACK What to do with the entries the strip does not define, so you can see which colours really came from it

bpy.ops.voxel_mode.toggle_preview_shading

Switch this viewport between Solid and Material Preview

bpy.ops.voxel_mode.load_library

Load a palette from the library

Option Type Default What it does
Palette Enum
Load Enum: Replace All, Into Picked Swatches REPLACE
Unused Entries Enum: Black, White, Keep BLACK What to do with the entries a partial palette does not define, so you can see which colours really came from it

bpy.ops.voxel_mode.palette_popup

Pick the colour to paint with, without leaving the viewport

Option Type Default What it does
Swatch Int 1 Palette index to paint with - type it and press Enter

bpy.ops.voxel_mode.choose_color

Pick a palette colour for this setting

Option Type Default What it does
data_path String
prop String

bpy.ops.voxel_mode.reset_material

Put the picked palette entries’ surfaces back to a plain matte finish

bpy.ops.voxel_mode.reset_palette

Reset the palette to the default colours

bpy.ops.voxel_mode.save_palette

Save this model’s palette - colours and materials - to a file

Option Type Default What it does
File Path String Filepath used for exporting the file

bpy.ops.voxel_mode.save_palette_png

Save the colours as a palette image

Option Type Default What it does
File Path String Filepath used for exporting the file

bpy.ops.voxel_mode.save_to_library

Save this palette into the library, so it shows up in the dropdown

Option Type Default What it does
Name String My Palette

bpy.ops.voxel_mode.secondary_color

The colour Shift+click paints with on the Paint tool

Option Type Default What it does
Action Enum: Swap, From Active SWAP

bpy.ops.voxel_mode.select_palette

Change which swatches are picked

Option Type Default What it does
Action Enum: All, None, Invert, Used NONE

bpy.ops.voxel_mode.set_active_color

Paint with this palette colour

Option Type Default What it does
index Int 1

bpy.ops.voxel_mode.set_color_index

Use this palette colour here

Option Type Default What it does
data_path String
prop String
index Int 1

bpy.ops.voxel_mode.apply_surface

Give the picked palette entries a ready-made surface

Option Type Default What it does
Surface Enum: Matte, Water, Deep Water, Ice, Glass, Wet Stone, Polished Metal, Brushed Metal, Glow WATER
Use Preset Colour Boolean False Also take the preset’s suggested colour, replacing this entry’s own

bpy.ops.voxel_mode.library_build_thumbnails

Render the missing shape previews, one per tick

bpy.ops.voxel_mode.build_asset_library

Publish the shapes as a Blender asset library, for the shape shelf

Option Type Default What it does
Render Missing Previews Boolean True Draw the thumbnails that do not exist yet before publishing. Without this those shapes appear in the gallery as blank tiles

bpy.ops.voxel_mode.library_clear_thumbs

Delete the cached shape previews and make them again as they are needed

bpy.ops.voxel_mode.library_delete_category

Delete this category and the shapes in it

Option Type Default What it does
category String

bpy.ops.voxel_mode.delete_stamp

Remove a saved shape from this file, or from the library folder

Option Type Default What it does
Shape String

bpy.ops.voxel_mode.export_stamp

Write the selected voxels to a shape file of your choosing

Option Type Default What it does
File Path String Filepath used for exporting the file

bpy.ops.voxel_mode.library_export_pack

Save this category, and everything under it, as one .zip to share

Option Type Default What it does
File Path String Filepath used for exporting the file
category String
Pack Name String

bpy.ops.voxel_mode.import_stamp

Load a shape file into the stamp library

bpy.ops.voxel_mode.library_import_pack

Add a .zip of shapes to the library, keeping its categories

Option Type Default What it does
category String

bpy.ops.voxel_mode.library_move_shape

Move this shape into another category

Option Type Default What it does
shape String
Move To Enum Which of your folders to move it into
New Folders String Folders to make inside the category above and move it into. Slashes make a whole chain at once. Leave empty to use the category as it is

bpy.ops.voxel_mode.library_new_category

Make a new category inside this one

Option Type Default What it does
parent String
Name String New Category What to call it. Slashes make a whole chain at once - Weapons/Swords/Long is three categories

bpy.ops.voxel_mode.library_set_category

Show this category

Option Type Default What it does
category String

bpy.ops.voxel_mode.library_open_folder

Open this category’s folder in the file browser

Option Type Default What it does
category String

bpy.ops.voxel_mode.open_shape

Open this shape as a voxel model, so it can be corrected

Option Type Default What it does
Size Int 20 Size a primitive is generated at. A saved shape ignores this and opens at the size it was made
Margin Int 2 Empty voxels left around the shape, so there is room to add to it. Saving trims whatever is still empty
Voxel Size Float 0.1

bpy.ops.voxel_mode.library_page

Show another page of shapes

Option Type Default What it does
page Int 0

bpy.ops.voxel_mode.place_stamp

Drop a ready-made shape into the model and position it before committing

Option Type Default What it does
Shape Enum
Size Int 12 Edge length a procedural shape is built at
Color Int 0 Palette index, or 0 for the active colour
Mode Enum: Add, Replace, Carve, Paint ADD
Use One Colour Boolean False Paint the whole stamp in the active colour. A procedural shape has no colours of its own, so it is painted whatever this says; a saved shape keeps its own unless this is on
Position Int (0, 0, 0) Grid cell the stamp is anchored on - see Anchor
Anchor Enum: Base, Centre BASE Which part of the shape lands on the cell under the cursor
Turns String Quarter turns already applied, as “axis:direction” pairs
Scale Float 1.0 Scale already applied to the shape

bpy.ops.voxel_mode.place_shape

Place this shape in the model, or select it to organise it

Option Type Default What it does
shape String

bpy.ops.voxel_mode.place_asset_shape

Drop this shape into the model

Option Type Default What it does
asset_library_type Enum: All, Local, Essentials, Custom ALL
asset_library_identifier String
relative_asset_identifier String
as_brush Boolean False

bpy.ops.voxel_mode.library_refresh

Re-read the shape folders and rebuild the previews

bpy.ops.voxel_mode.library_rename_category

Rename this category

Option Type Default What it does
category String
Name String

bpy.ops.voxel_mode.library_rename_shape

Rename this shape

Option Type Default What it does
shape String
Name String

bpy.ops.voxel_mode.save_over_shape

Write this model back over the library shape it was opened from

Option Type Default What it does
Selected Voxels Only Boolean False Save just the selection, as Save Shape does. Off, the whole model is saved, which is what correcting a shape means

bpy.ops.voxel_mode.save_stamp

Save the selected voxels - or the whole model - as a reusable shape

Option Type Default What it does
Name String My Shape
Save To Enum: Stamp Library, This File LIBRARY
Category Enum Which of your folders to save it in
New Folders String Folders to make inside the category above and save into. Slashes make a whole chain at once - Weapons/Swords/Long is three. Leave empty to use the category as it is

bpy.ops.voxel_mode.library_search

Find a shape by name and drop it in, without walking the categories

Option Type Default What it does
Shape Enum

bpy.ops.voxel_mode.library_set_search

Clear the search box

Option Type Default What it does
search String

bpy.ops.voxel_mode.use_shape_as_brush

Draw with this shape: make it the Shape brush’s tip

Option Type Default What it does
shape String

bpy.ops.voxel_mode.shelf_show_shapes

Show only the voxel shapes in this shelf, not every asset library

bpy.ops.voxel_mode.recolor_color_add

Add colours to the randomiser’s set

bpy.ops.voxel_mode.scatter_shape_add

Add this shape to the ones Scatter plants

Option Type Default What it does
shape String

bpy.ops.voxel_mode.scatter_add_folder

Add every shape in the chosen folder to the list, so it can be pruned

bpy.ops.voxel_mode.scatter_shapes_clear

Empty the list of shapes to plant

bpy.ops.voxel_mode.generate

Fill the model with the shelf’s generator

Option Type Default What it does
generator String
Replace Last Boolean True Take the previous generation back first

bpy.ops.voxel_mode.recolor_use_palette

Load a palette and randomise from its colours

Option Type Default What it does
Palette Enum
Colours Int 12 How many colours to take from it, spread evenly across the palette

bpy.ops.voxel_mode.picture_key_from_border

Set the key colour to the background around the edge of the picture

bpy.ops.voxel_mode.generator_seed

Roll a new seed for this generator

Option Type Default What it does
generator String

bpy.ops.voxel_mode.recolor_color_remove

Remove this colour from the randomiser’s set

Option Type Default What it does
index Int -1

bpy.ops.voxel_mode.scatter_shape_remove

Take this shape off the list

Option Type Default What it does
index Int -1

bpy.ops.voxel_mode.scatter_set_folder

Take Scatter’s shapes from this folder

Option Type Default What it does
category String

bpy.ops.voxel_mode.set_generator

Show this generator

Option Type Default What it does
generator String

bpy.ops.voxel_mode.water_palette

Make the two water colours look like water

bpy.ops.voxel_mode.gradient_take_picked

Run the gradient between the swatches picked in the Palette panel

bpy.ops.voxel_mode.batch_folder

Voxelize every FBX in a folder and write the results as separate FBX files

bpy.ops.voxel_mode.clean

Merge flat same-colour regions and swap the palette for one atlas texture

Option Type Default What it does
Keep Voxel Model Boolean True Leave the editable model in the scene beside the result
Merge Coplanar Faces Boolean True Greedily merge flat runs into larger quads before cleaning. Much lighter geometry to start from

bpy.ops.voxel_mode.copy_convert_settings

Load the settings this result was made with back into the panel

bpy.ops.voxel_mode.import_vox

Import a .vox file as an editable voxel model

Option Type Default What it does
Voxel Size Float 0.1 Edge length of one voxel in Blender units
Resolution Divisor Int 1 Shrink the grid by this factor, taking the commonest colour in each block. Surface area goes with resolution squared, so this is far and away the biggest lever on how heavy the model is
Surface Finish Enum: Matte, From File, Fixed MATTE What to do with the roughness stored in the file
Roughness Float 0.9
Respect Layers Boolean True Skip instances on layers the file marks as hidden
Import Hidden Boolean False Bring in instances that are hidden in the file
Origin Enum: From File, Center, Ground FILE
Enter Voxel Mode Boolean False Pick up the voxel tools on the result, ready to edit

bpy.ops.voxel_mode.revoxelize

Rebuild this result from its source, with the current settings

Option Type Default What it does
Use Stored Settings Boolean False Rebuild with the settings this result was made with, rather than the ones in the panel

bpy.ops.voxel_mode.voxelize_mesh

Convert the selected mesh objects into voxels

Option Type Default What it does
Enter Voxel Mode Boolean False Pick up the voxel tools on the result, ready to edit

bpy.ops.voxel_mode.character_export_sprites

Bake the selected animation output and export eight directional PNG sprite sheets, individual transparent square frames (64 to 512 pixels), and JSON timing/pivot data. Framing includes equipment across the full clip. Choose a folder without animation_sprites. Escape cancels; scene render settings stay unchanged.

Option Type Default What it does
Output Folder String Parent folder for a new animation_sprites folder containing PNG sheets, individual frames and animation.json; existing output is not overwritten
Frame Size Enum: 64 px, 128 px, 256 px, 512 px, 1024 px 256 Width and height of each frame in pixels. Sheets are six frames wide
Camera Angle Enum: Level (0°), Angled (30°), High (45°), Top-Down (60°) 30 How far the camera looks down on the character. Level gives true front, back and side views

bpy.ops.voxel_mode.export_model

Export the selected voxel models for a game engine

Option Type Default What it does
File Path String Filepath used for exporting the file
Engine Enum: Godot, Unity, Unreal, glTF, FBX GODOT Which engine’s axis and scale conventions to write
Bake Atlas Boolean True Collapse the palette into one material and one texture before exporting. Engines pay one draw call per material per chunk, so 256 palette materials is not something to ship - leave this on unless you are exporting to edit somewhere else
Merge Coplanar Faces Boolean True Greedily merge flat runs of faces into larger quads. Much lighter geometry at no visual cost
Animation Boolean True Include animation, when the selection is rigged
Keep Baked Copy Boolean False Leave the baked mesh in the scene afterwards instead of removing it. Useful to see exactly what was written

bpy.ops.voxel_mode.export_vox

Export the active voxel model as a .vox file

Option Type Default What it does
File Path String Filepath used for exporting the file
Split Size Int 256 Largest model to write, in voxels per axis. The format addresses voxels with single bytes, so anything bigger than this is written as several models placed side by side. Lower it only if a tool downstream chokes on 256

bpy.ops.voxel_mode.animation_clip

Create an Action, edit the original rig, or preview the sampled output without changing animation keys

Option Type Default What it does
action Enum: New Animation, Edit Animation, Preview Output NEW
Animation Name String Animation

bpy.ops.voxel_mode.character_attach

Attach selected voxel equipment to the selected character rig hand socket. Equipment stays separate; adjust its object transform to refine the grip. Use the character palette.

Option Type Default What it does
Hand Enum: Left Hand, Right Hand R Hand socket to attach the selected equipment to

bpy.ops.voxel_mode.character_bake_grid

Precompute the Start-to-End frame range in the selected output mode. Rigid Parts stores meshes and whole-part transforms; Strict Grid stores reconstructed meshes. Save the blend to retain the result. The source Action stays editable; Escape cancels and keeps the previous completed bake.

bpy.ops.voxel_mode.character_build_rig

Build a biped rig from the reviewed body regions and joints, with foot IK and hand sockets. The source stays editable; rebuilding preserves the previous rig and Actions.

bpy.ops.voxel_mode.build_rig

Build an armature with one bone per part, and bind the parts to it

Option Type Default What it does
Rig Type Enum: Rigid Parts, Single Skinned Mesh RIGID What the rigged model should end up as
Root Bone Boolean True Add a single Root bone above everything. Unreal’s retargeting and root motion both expect one
Connect Bones Boolean True Reach each bone’s tail to the part it hangs off, so the skeleton reads as a chain rather than as loose stubs. A part with several children reaches for the nearest
Name String Name for the armature object and its skeleton

bpy.ops.voxel_mode.character_setup

Prepare and review a humanoid character, its joint positions and body-part assignments before building a rig.

Option Type Default What it does
action Enum: PREPARE, BACK, NEXT, SUGGEST, EDIT, FRONT, SIDE, REGIONS, ROLE, ISSUE, MAP, UNASSIGNED PREPARE
index Int -1
stage Int 0

bpy.ops.voxel_mode.library_character

Create this library character as a separate editable voxel model with its body groups, joints and intended physical size. Continue in the Character panel; no empty object is required.

Option Type Default What it does
shape String

bpy.ops.voxel_mode.character_walk

Create a new editable sample Action on the rig. The previous Action is kept and Root stays stationary.

Option Type Default What it does
Animation Enum: Walk, Run, Sprint, Strafe Left, Strafe Right, Walk Backward, Sneak, Jump, Hit Front, Hit Back, Hit Left, Hit Right, Punch, Overhead Smash, Kick, Block, Death, Idle, Crouch Idle, Roar, Victory, Wave WALK

bpy.ops.voxel_mode.quadruped_clip

Create a new editable sample Action on the quadruped rig

Option Type Default What it does
Animation Enum: Walk, Trot, Gallop, Jump, Idle, Graze, Sit, Lie Down, Howl, Bite, Rear Up, Buck, Hit, Death WALK

bpy.ops.voxel_mode.slime_clip

Create a new editable sample Action on the slime rig. The previous Action is kept

Option Type Default What it does
Animation Enum: Hop, Lunge Attack, Hit, Melt, Spawn, Idle, Look Around, Happy, Dizzy, Wobble HOP

bpy.ops.voxel_mode.create_character

Create a separate editable Warrior with body groups and joints. The 64-voxel version has finer detail at the same physical height.

Option Type Default What it does
Resolution Enum: 32 voxels, 64 voxels 32 Voxel detail of the new character; both resolutions have the same physical height

bpy.ops.voxel_mode.character_drag_joint

Click and drag a joint marker in the current view, or click a surface voxel to place the selected marker there. Review depth from the side. Enter finishes; Escape restores the previous guide. Mirror and grid-snap settings apply.

bpy.ops.voxel_mode.character_wizard

Prepare a character rig by selecting one body part at a time, then check the bend points.

Option Type Default What it does
action Enum: START, ASSIGN, BACK, PREPARED, ELBOW, KNEE, REST, ADJUST_ELBOW, ADJUST_KNEE, BUILD, POSE, UNASSIGNED, SELECT, TURN_LEFT, TURN_RIGHT, TURN_AROUND, FACED, SKIP, LEFTOVERS, LEG, NECK, ADJUST_LEG, ADJUST_NECK START

bpy.ops.voxel_mode.character_resume

Show the generated animation in the selected output mode and select the rig. Hide the source document without deleting it; keep the original Action editable.

bpy.ops.voxel_mode.slime

Create, pose, animate or edit a slime character

Option Type Default What it does
action Enum: Create Slime Rig, Reset Pose, Pose Character, Edit Voxel Model, Return to Animation BUILD

bpy.ops.voxel_mode.character_grid_preview

Switch between the generated animation output and the original rigid rig parts. Generated output uses the selected Rigid Parts or Strict Grid mode.

bpy.ops.voxel_mode.bridge_poll

Import anything Unreal has left waiting, once

bpy.ops.voxel_mode.toggle_pack

Switch this pack on or off without uninstalling it

bpy.ops.voxel_mode.install_pack

Install an add-on pack (.vxpack)

Option Type Default What it does
filepath String
Reinstall Boolean False Install it again even when the same version is installed already

bpy.ops.voxel_mode.install_unreal_plugin

Copy the Unreal half of the bridge into a project’s Plugins folder

Option Type Default What it does
directory String

bpy.ops.voxel_mode.open_exchange

Open the folder Blender and Unreal pass files through

bpy.ops.voxel_mode.open_packs_folder

Open the folder installed packs live in. A .vxpack copied here installs on Refresh

bpy.ops.voxel_mode.refresh_packs

Install pack files copied into the packs folder, and load new pack folders

bpy.ops.voxel_mode.remove_pack

Uninstall this pack and delete its folder

bpy.ops.voxel_mode.send_to_unreal

Export the selected models into the exchange folder for Unreal