API

Debugging multifile Blender add-on by quick reinstall

It is convenient to use the following system for debugging developing multi-file Blender add-ons. But it has one drawback: modules imported in __init__.py file becomes available only after the file running (after the execution of the register() function). This means that any access to the imported modules before they are registered will cause an error. This is not critical in most cases, but it will cause a problem if, for example, in one imported module is used inheritance from the class, described in the other imported module, because the classes descriptions are processed before the add-on registration.

To get more freedom working with imported modules, we can use another way to debug the add-on – do not run the add-on directly from the development directory, but install it in Blender and check its “live” work. However, manual add-on reinstallation requires a set of routine actions, which complicates such sort of debugging. This issue can be solved by reinstalling the add-on in automatic mode.

How to install and uninstall Blender add-on via python API

Blender add-ons installation and uninstallation can be managed through the python API. Use the following commands in a script:

To deactivate the add-on:

To uninstall the add-on:

Mesh Custom Properties editing through the Blender API

New mesh Custom Property can be created through the Blender python API by executing the following code:

with:

  • object_name – name of the mesh
  • property_name – new custom property name
  • property_value – value of this new property

After executing this command, the new property will be created and will be available in the Properties window – Object panel – Custom Properties sub-panel.

Like any object custom properties, the created property has a number of parameters that can be accessed by clicking the Edit button. These parameters can also be changed through the API.

Creating pop-up panels with user UI in Blender add-on

In addition to common panels (N/T/Properties) and their sub-panels, to display the user interface elements while developing Blender add-ons you can also use pop-up panels appearing on the screen when a user presses a certain key combination or perform any action. The simplest example of such panels is the panel that appears when the f6 key is pressed immediately after adding an object (shift+a) to the scene.

Blender API provides developers the ability to create such panels for their add-ons. Let’s consider the creating of a pop-up panel as an example of the “Message box” window.

Active objects access

How to access the active (selected) objects through the Blender Python API from scripts/add-ons:

  1. The active window (in which current action occurs):

  1. The active scene:

  1. The active (selected) mesh:

  1. The active (selected) material node (in the NODE_EDITOR window):

  1. The active (selected) material node (in the COMPOSITING window):

  1. The current text in TEXT_EDITOR window:

  1. The active (selected) UV-Map:

Working with MySQL database from Blender

Storing data in a remote database has become common practice in the development of software products. Blender is no exception. Writing scripts and add-ons, the developer may need to access the database to retrieve from it or write to it the necessary information. MySQL today is one of the most common and widely available databases and is well suited for working with Blender.

The interaction between Blender and MySQL database through the Blender Python API is not difficult, but it needs some preparation before stating:

Binding to timeline frames

Sometimes when creating an animation it is necessary to perform some actions according to the timeline or, the same, to the current animation frame number. Binding animation to timeline frames in Blender is possible using the built-in Python API.

As an example, let’s make a simple animation which turns one of the letters of any text from lowercase to uppercase in series.

Creating multifile add-on for Blender

In the development of complex add-ons with large code volume storing all the code in a single file is inappropriate. When a single file contains logically unrelated classes, functions, and datasets, it is difficult to read, debug, find the necessary code pieces, reuse code. Such code layout is considered as very bad programming tone.

Blender Python supports modular system that allows subdividing logical code parts of the add-on into different files, and then connect them to use. Even if you have never thought about modules, creating scripts or add-ons, you have already used them – any code stored in the *.py file is a separate independent module. Just your addon consists of only one module. Complex add-ons may consist of several tens of modules.

Multifile add-on
Multifile add-on