.. _rna_enum_object_modifier_type_items:

Object Modifier Type Items
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**Modify**

:GREASE_PENCIL_VERTEX_WEIGHT_PROXIMITY: Vertex Weight Proximity.

   Generate vertex weights based on distance to object.


**Modify**

:DATA_TRANSFER: Data Transfer.

   Transfer several types of data (vertex groups, UV maps, vertex colors, custom normals) from one mesh to another.
:MESH_CACHE: Mesh Cache.

   Deform the mesh using an external frame-by-frame vertex transform cache.
:MESH_SEQUENCE_CACHE: Mesh Sequence Cache.

   Deform the mesh or curve using an external mesh cache in Alembic format.
:NORMAL_EDIT: Normal Edit.

   Modify the direction of the surface normals.
:WEIGHTED_NORMAL: Weighted Normal.

   Modify the direction of the surface normals using a weighting method.
:UV_PROJECT: UV Project.

   Project the UV map coordinates from the negative Z axis of another object.
:UV_WARP: UV Warp.

   Transform the UV map using the difference between two objects.
:VERTEX_WEIGHT_EDIT: Vertex Weight Edit.

   Modify of the weights of a vertex group.
:VERTEX_WEIGHT_MIX: Vertex Weight Mix.

   Mix the weights of two vertex groups.
:VERTEX_WEIGHT_PROXIMITY: Vertex Weight Proximity.

   Set the vertex group weights based on the distance to another target object.
:GREASE_PENCIL_COLOR: Hue/Saturation.

   Change hue/saturation/value of the strokes.
:GREASE_PENCIL_TINT: Tint.

   Tint the color of the strokes.
:GREASE_PENCIL_OPACITY: Opacity.

   Change the opacity of the strokes.
:GREASE_PENCIL_VERTEX_WEIGHT_ANGLE: Vertex Weight Angle.

   Generate vertex weights based on stroke angle.
:GREASE_PENCIL_TIME: Time Offset.

   Offset keyframes.
:GREASE_PENCIL_TEXTURE: Texture Mapping.

   Change stroke UV texture values.


**Generate**

:ARRAY: Array.

   Create copies of the shape with offsets.
:BEVEL: Bevel.

   Generate sloped corners by adding geometry to the mesh's edges or vertices.
:BOOLEAN: Boolean.

   Use another shape to cut, combine or perform a difference operation.
:BUILD: Build.

   Cause the faces of the mesh object to appear or disappear one after the other over time.
:DECIMATE: Decimate.

   Reduce the geometry density.
:EDGE_SPLIT: Edge Split.

   Split away joined faces at the edges.
:NODES: Geometry Nodes.

:MASK: Mask.

   Dynamically hide vertices based on a vertex group or armature.
:MIRROR: Mirror.

   Mirror along the local X, Y and/or Z axes, over the object origin.
:MESH_TO_VOLUME: Mesh to Volume.

:MULTIRES: Multiresolution.

   Subdivide the mesh in a way that allows editing the higher subdivision levels.
:REMESH: Remesh.

   Generate new mesh topology based on the current shape.
:SCREW: Screw.

   Lathe around an axis, treating the input mesh as a profile.
:SKIN: Skin.

   Create a solid shape from vertices and edges, using the vertex radius to define the thickness.
:SOLIDIFY: Solidify.

   Make the surface thick.
:SUBSURF: Subdivision Surface.

   Split the faces into smaller parts, giving it a smoother appearance.
:TRIANGULATE: Triangulate.

   Convert all polygons to triangles.
:VOLUME_TO_MESH: Volume to Mesh.

:WELD: Weld.

   Find groups of vertices closer than dist and merge them together.
:WIREFRAME: Wireframe.

   Convert faces into thickened edges.
:GREASE_PENCIL_ARRAY: Array.

   Duplicate strokes into an array.
:GREASE_PENCIL_BUILD: Build.

   Grease Pencil build modifier.
:GREASE_PENCIL_LENGTH: Length.

   Grease Pencil length modifier.
:LINEART: Line Art.

   Generate Line Art from scene geometries.
:GREASE_PENCIL_MIRROR: Mirror.

   Duplicate strokes like a mirror.
:GREASE_PENCIL_MULTIPLY: Multiple Strokes.

   Generate multiple strokes around original strokes.
:GREASE_PENCIL_SIMPLIFY: Simplify.

   Simplify stroke reducing number of points.
:GREASE_PENCIL_SUBDIV: Subdivide.

   Grease Pencil subdivide modifier.
:GREASE_PENCIL_ENVELOPE: Envelope.

   Create an envelope shape.
:GREASE_PENCIL_OUTLINE: Outline.

   Convert stroke to outline.


**Deform**

:ARMATURE: Armature.

   Deform the shape using an armature object.
:CAST: Cast.

   Shift the shape towards a predefined primitive.
:CURVE: Curve.

   Bend the mesh using a curve object.
:DISPLACE: Displace.

   Offset vertices based on a texture.
:HOOK: Hook.

   Deform specific points using another object.
:LAPLACIANDEFORM: Laplacian Deform.

   Deform based a series of anchor points.
:LATTICE: Lattice.

   Deform using the shape of a lattice object.
:MESH_DEFORM: Mesh Deform.

   Deform using a different mesh, which acts as a deformation cage.
:SHRINKWRAP: Shrinkwrap.

   Project the shape onto another object.
:SIMPLE_DEFORM: Simple Deform.

   Deform the shape by twisting, bending, tapering or stretching.
:SMOOTH: Smooth.

   Smooth the mesh by flattening the angles between adjacent faces.
:CORRECTIVE_SMOOTH: Smooth Corrective.

   Smooth the mesh while still preserving the volume.
:LAPLACIANSMOOTH: Smooth Laplacian.

   Reduce the noise on a mesh surface with minimal changes to its shape.
:SURFACE_DEFORM: Surface Deform.

   Transfer motion from another mesh.
:WARP: Warp.

   Warp parts of a mesh to a new location in a very flexible way thanks to 2 specified objects.
:WAVE: Wave.

   Adds a ripple-like motion to an object's geometry.
:VOLUME_DISPLACE: Volume Displace.

   Deform volume based on noise or other vector fields.
:GREASE_PENCIL_HOOK: Hook.

   Deform stroke points using objects.
:GREASE_PENCIL_NOISE: Noise.

   Generate noise wobble in Grease Pencil strokes.
:GREASE_PENCIL_OFFSET: Offset.

   Change stroke location, rotation, or scale.
:GREASE_PENCIL_SMOOTH: Smooth.

   Smooth Grease Pencil strokes.
:GREASE_PENCIL_THICKNESS: Thickness.

   Change stroke thickness.
:GREASE_PENCIL_LATTICE: Lattice.

   Deform strokes using a lattice object.
:GREASE_PENCIL_DASH: Dot Dash.

   Generate dot-dash styled strokes.
:GREASE_PENCIL_ARMATURE: Armature.

   Deform stroke points using armature object.
:GREASE_PENCIL_SHRINKWRAP: Shrinkwrap.

   Project the shape onto another object.


**Physics**

:CLOTH: Cloth.

   Physic simulation for cloth.
:COLLISION: Collision.

   For colliders participating in physics simulation, control which level in the modifier stack is used as the collision surface.
:DYNAMIC_PAINT: Dynamic Paint.

   Turn objects into paint canvases and brushes, creating color attributes, image sequences, or displacement.
:EXPLODE: Explode.

   Break apart the mesh faces and let them follow particles.
:FLUID: Fluid.

   Physics simulation for fluids, like water, oil and smoke.
:OCEAN: Ocean.

   Generate a moving ocean surface.
:PARTICLE_INSTANCE: Particle Instance.

   Duplicate mesh at the location of particles.
:PARTICLE_SYSTEM: Particle System.

   Spawn particles from the shape.
:SOFT_BODY: Soft Body.

   Simulate soft deformable objects.
:SURFACE: Surface.

