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blender-addon-dev

Build custom Blender add-ons with Python. Use when the user wants to create a Blender add-on, register operators, build UI panels, add custom properties, create menus, package an add-on for distribution, or extend Blender with custom tools and workflows.

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  • SKILL.md10.0 KB
  • _scores.json3.2 KB
  • references/REFERENCE.md2.0 KB

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Blender Add-on Development

Overview

Create custom Blender add-ons that extend the application with new operators, UI panels, properties, and menus. Add-ons are Python modules that register with Blender's internal system. Since Blender 4.2 the recommended packaging is an extension (a zip with a blender_manifest.toml); the older bl_info form is deprecated but still supported as a "legacy add-on".

Instructions

1. Add-on structure and bl_info (legacy form)

The bl_info dict is only used by legacy add-ons. For Blender 4.2+ distribution, skip it and use the manifest from step 6.

bl_info = {
    "name": "My Custom Add-on",
    "author": "Your Name",
    "version": (1, 0, 0),
    "blender": (3, 0, 0),
    "location": "View3D > Sidebar > My Tab",
    "description": "A short description of what the add-on does",
    "category": "Object",
}

import bpy

def register():
    """Called when the add-on is enabled."""
    pass

def unregister():
    """Called when the add-on is disabled."""
    pass

if __name__ == "__main__":
    register()

2. Create a custom operator

class OBJECT_OT_my_operator(bpy.types.Operator):
    """Tooltip shown on hover"""
    bl_idname = "object.my_operator"
    bl_label = "My Operator"
    bl_options = {'REGISTER', 'UNDO'}

    scale_factor: bpy.props.FloatProperty(name="Scale", default=2.0, min=0.1, max=100.0)
    axis: bpy.props.EnumProperty(
        name="Axis",
        items=[('X', "X Axis", ""), ('Y', "Y Axis", ""), ('Z', "Z Axis", ""), ('ALL', "All", "")],
        default='ALL'
    )

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        obj = context.active_object
        s = self.scale_factor
        if self.axis == 'ALL':
            obj.scale *= s
        else:
            setattr(obj.scale, self.axis.lower(), getattr(obj.scale, self.axis.lower()) * s)
        self.report({'INFO'}, f"Scaled {obj.name} by {s}")
        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)

Naming convention: CATEGORY_OT_name for operators, CATEGORY_PT_name for panels, CATEGORY_MT_name for menus. Blender itself requires bl_idname of an operator to be lowercase_category.lowercase_name.

3. Create a UI panel

class VIEW3D_PT_my_panel(bpy.types.Panel):
    bl_label = "My Tools"
    bl_idname = "VIEW3D_PT_my_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "My Tab"
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        obj = context.active_object
        layout.operator("object.my_operator", icon='FULLSCREEN_ENTER')
        if obj:
            layout.label(text=f"Active: {obj.name}", icon='OBJECT_DATA')
            layout.prop(obj, "location")
            box = layout.box()
            box.label(text="Transform", icon='ORIENTATION_GLOBAL')
            col = box.column(align=True)
            col.prop(obj, "location", index=0, text="X")
            col.prop(obj, "location", index=1, text="Y")
            col.prop(obj, "location", index=2, text="Z")

Panel spaces: VIEW_3D, PROPERTIES, IMAGE_EDITOR, NODE_EDITOR, SEQUENCE_EDITOR.

4. Add custom properties

class MySettings(bpy.types.PropertyGroup):
    my_bool: bpy.props.BoolProperty(name="Enable", default=False)
    my_float: bpy.props.FloatProperty(name="Factor", default=1.0, min=0.0, max=10.0)
    my_enum: bpy.props.EnumProperty(
        name="Mode",
        items=[('OPT_A', "Option A", ""), ('OPT_B', "Option B", "")],
        default='OPT_A'
    )

def register():
    bpy.utils.register_class(MySettings)
    bpy.types.Scene.my_settings = bpy.props.PointerProperty(type=MySettings)

def unregister():
    del bpy.types.Scene.my_settings
    bpy.utils.unregister_class(MySettings)

Access in panels: context.scene.my_settings.my_bool.

5. Add menu entries and keymaps

class OBJECT_MT_my_menu(bpy.types.Menu):
    bl_label = "My Custom Menu"
    bl_idname = "OBJECT_MT_my_menu"

    def draw(self, context):
        self.layout.operator("object.my_operator", text="Scale Up")
        self.layout.separator()
        self.layout.operator("mesh.primitive_cube_add", text="Add Cube")

# Append to existing menus in register():
#   bpy.types.VIEW3D_MT_object.append(draw_menu_item)
# Remove in unregister():
#   bpy.types.VIEW3D_MT_object.remove(draw_menu_item)

# Keymaps
addon_keymaps = []

def register_keymaps():
    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        km = kc.keymaps.new(name='Object Mode', space_type='EMPTY')
        kmi = km.keymap_items.new("object.my_operator", type='T', value='PRESS', ctrl=True, shift=True)
        addon_keymaps.append((km, kmi))

def unregister_keymaps():
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()

6. Package for distribution

Extension (Blender 4.2+, recommended). Put a blender_manifest.toml next to __init__.py and remove bl_info:

schema_version = "1.0.0"
id = "quick_rename"
version = "1.0.0"
name = "Quick Rename"
tagline = "Batch rename selected objects"
maintainer = "Studio Lumen"
type = "add-on"
blender_version_min = "4.2.0"
license = ["SPDX:GPL-3.0-or-later"]

[permissions]
files = "Export selected objects to disk"

Required keys: schema_version, id, version (semver), name, tagline (max 64 chars, no trailing punctuation), maintainer, type, blender_version_min (4.2.0 or higher), license (SPDX list). Optional keys must not be empty: omit them instead. Permissions (files, network, clipboard, camera, microphone) each need a short reason. Then build and validate from the add-on folder:

blender --command extension validate
blender --command extension build

Install the resulting zip with Preferences > Get Extensions > Install from Disk. In extensions, use relative imports (from . import operators), use __package__ instead of a literal module name (for example bl_idname = __package__ in AddonPreferences), bundle third-party modules as wheels listed in wheels = [...], check bpy.app.online_access before any network call, and store user data via bpy.utils.extension_path_user(__package__, create=True), not in the add-on folder.

Legacy add-on. Structure:

my_addon/
├── __init__.py          # bl_info + register/unregister + imports
├── operators.py         # operator classes
├── panels.py            # UI panel classes
├── properties.py        # property group classes
└── utils.py             # helper functions
# __init__.py
import bpy
bl_info = { "name": "My Add-on", "author": "Your Name", "version": (1, 0, 0), "blender": (3, 0, 0), "category": "Object" }

from . import operators, panels, properties
classes = (properties.MySettings, operators.OBJECT_OT_my_operator, panels.VIEW3D_PT_my_panel)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.my_settings = bpy.props.PointerProperty(type=properties.MySettings)

def unregister():
    del bpy.types.Scene.my_settings
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)

For a legacy add-on, zip the folder and install it with Preferences > Add-ons > Install legacy Add-on (4.2+) or Install (older versions). For multi-class modules, bpy.utils.register_classes_factory(classes) returns ready-made register/unregister functions for the class list.

Examples

Example 1: Quick FBX export add-on

User request: "Create an add-on with a panel button that exports selected objects as FBX"

Output: Single-file add-on with EXPORT_OT_quick_fbx operator (iterates selected objects, exports each as FBX to a configurable directory), QuickFBXSettings property group with export_path, and VIEW3D_PT_quick_fbx panel with path input and export button showing selected object count.

Example 2: Batch rename add-on with UI

User request: "Create an add-on to batch rename objects with a prefix and auto-numbering"

Output: Add-on with RenameSettings (prefix, separator enum, start number, padding), OBJECT_OT_batch_rename operator that sorts selected objects and applies prefix + separator + zero-padded number, and panel showing all settings with a live preview of the naming pattern.

Guidelines

  • Follow the naming convention: CATEGORY_OT_name for operators, CATEGORY_PT_name for panels, CATEGORY_MT_name for menus. Blender checks the operator bl_idname format and warns about badly named classes.
  • Register classes in dependency order: PropertyGroups first, then Operators, then Panels. Unregister in reverse.
  • Always implement poll() on operators to prevent errors when context is wrong.
  • Use {'REGISTER', 'UNDO'} in bl_options for operators that modify scene data.
  • Clean up everything in unregister(): delete custom properties, remove menu entries, clear keymaps.
  • Use bpy.path.abspath() to resolve // relative paths in file path properties.
  • For multi-file legacy add-ons, put bl_info only in __init__.py; extensions have no bl_info at all.
  • Test with blender --background --python addon.py for registration errors.
  • Use self.report({'INFO'}, "message") in operators to show status in Blender's status bar.

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