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	<title>Dev:2.5/Py/API/Generating API Reference/Contribute - 版の履歴</title>
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	<updated>2026-07-26T23:35:56Z</updated>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:2.5/Py/API/Generating_API_Reference/Contribute&amp;diff=98091&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:2.5/Py/API/Generating_API_Reference/Contribute&amp;diff=98091&amp;oldid=prev"/>
		<updated>2018-06-28T19:37:49Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:37時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:2.5/Py/API/Generating_API_Reference/Contribute&amp;diff=98090&amp;oldid=prev</id>
		<title>wiki&gt;Nikitron: /* bpy.types.SpaceView3D.draw_handler_add */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:2.5/Py/API/Generating_API_Reference/Contribute&amp;diff=98090&amp;oldid=prev"/>
		<updated>2013-10-11T13:26:45Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;bpy.types.SpaceView3D.draw_handler_add&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Python API docs todos =&lt;br /&gt;
&lt;br /&gt;
If you find undocumented items in [http://www.blender.org/documentation/250PythonDoc Blender 2.5 Python API], you can suggest their docstrings content here.&lt;br /&gt;
After your doc will be put in the code it will be cleaned from here.&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;br /&gt;
&lt;br /&gt;
== mathutils.Vector.ww ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
bpy.ops.object.add_named_cursor&lt;br /&gt;
Add and name an object at the 3D cursor&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.duplicate_move&lt;br /&gt;
Duplicate selected objects and move the duplicates&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.duplicate_move_linked&lt;br /&gt;
Duplicate selected objects but link to original object data, and move the duplicates&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.game_property_clear&lt;br /&gt;
Remove all game properties from the active object&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.game_property_copy&lt;br /&gt;
Copy active object's game property&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.game_property_remove&lt;br /&gt;
Remove a game property from the active object&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.group_remove&lt;br /&gt;
Delete a group, keeping group's objects&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.make_fluid&lt;br /&gt;
Make an object into a fluid simulation&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.make_fur&lt;br /&gt;
Add a fur particle system to an object&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.make_smoke&lt;br /&gt;
Make an object into a smoke simulation&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.multires_higher_levels_delete&lt;br /&gt;
Delete levels higher than the current level from a multires object&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.shade_flat&lt;br /&gt;
Set selected objects to flat shading&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.shade_smooth&lt;br /&gt;
Set selected objects to smooth shading&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.shape_key_move&lt;br /&gt;
Move shape key up or down in the stack&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.vertex_group_add&lt;br /&gt;
Add a vertex group to the active object&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.vertex_group_assign&lt;br /&gt;
Assign selected vertices to the active vertex group&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.vertex_group_deselect&lt;br /&gt;
Deselect all vertices in the active vertex group&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.vertex_group_levels&lt;br /&gt;
Adjust the weight levels of the active vertex group&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.vertex_group_move&lt;br /&gt;
Move the active vertex group up or down in the stack&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.vertex_group_remove_from&lt;br /&gt;
Remove selected vertices from the active vertex group&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.vertex_group_remove&lt;br /&gt;
Remove the active vertex group from an object&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.vertex_group_select&lt;br /&gt;
Select all vertices in the active vertex group&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
result: Vector((w,w)) w the w component of 4D Vector Vector((x,y,z,w)). &lt;br /&gt;
        x, y, z and w are all floats&lt;br /&gt;
&lt;br /&gt;
== bpy.ops.mesh.duplicate_move ==&lt;br /&gt;
&lt;br /&gt;
Duplicates the selected geometry and translates the copy.&lt;br /&gt;
&lt;br /&gt;
== bpy.ops.armature.subdivide ==&lt;br /&gt;
&lt;br /&gt;
Inserts the user specified number of new bones in place of each selected bone. The bone roll of the original bones will be used for all new ones.&lt;br /&gt;
&lt;br /&gt;
== bpy.ops.mesh.select_nth ==&lt;br /&gt;
&lt;br /&gt;
Select every n number of vertices&lt;br /&gt;
&lt;br /&gt;
== bpy.ops.image.new ==&lt;br /&gt;
&lt;br /&gt;
Create Image&lt;br /&gt;
&lt;br /&gt;
== bpy.ops.armature.bone_primitive_add ==&lt;br /&gt;
&lt;br /&gt;
Add a new bone to the selected armature in the edit mode.&lt;br /&gt;
&lt;br /&gt;
== bpy.ops.object.game_property_new ==&lt;br /&gt;
Create a new game property on the active object. The new property is added to the end of the object's property list. New properties will be named 'prop', 'prop0', 'prop1' etc.&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
 bpy.ops.object.game_property_new()&lt;br /&gt;
 prop = bpy.context.object.game.properties[-1]&lt;br /&gt;
 prop.name = 'Foo'&lt;br /&gt;
&lt;br /&gt;
== bpy.ops.mesh.vert_connect ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
     Will take the two selected vertices on a face and join those vertices, splitting the face between those selected vertices.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== mathutils.Vector.ww ==&lt;br /&gt;
&lt;br /&gt;
Return a 2D Vector with two times the fourth (= w ) component of the original as components.&lt;br /&gt;
&lt;br /&gt;
If v = Vector((1,2,3,4))  then v.ww gives Vector((4.0,4.0))&lt;br /&gt;
&lt;br /&gt;
== bpy.ops.uv.reset ==&lt;br /&gt;
&lt;br /&gt;
Adapt UVs to the UV editor's area.&lt;br /&gt;
&lt;br /&gt;
== bpy.ops.object.duplicate_move ==&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
  bpy.ops.object.select_pattern(pattern=&amp;quot;Cube&amp;quot;, case_sensitive=True, extend=False)&lt;br /&gt;
  bpy.ops.object.duplicate_move(TRANSFORM_OT_translate={&amp;quot;value&amp;quot;:(1, 1, 1)})&lt;br /&gt;
&lt;br /&gt;
== bpy.types.SpaceView3D.draw_handler_add ==&lt;br /&gt;
&lt;br /&gt;
draw_handler_add(yours_definition, (variable1, veriable2, ... ), 'WINDOW', 'POST_PIXEL')&lt;br /&gt;
&lt;br /&gt;
your_definition is:&lt;br /&gt;
&lt;br /&gt;
    def your_definition(veriable1, veriable2, ... ):&lt;br /&gt;
    ...&lt;/div&gt;</summary>
		<author><name>wiki&gt;Nikitron</name></author>
		
	</entry>
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