Python

Selecting edges on the boundaries of a mesh in Blender

It is often necessary to select all the boundary edges of a mesh – edges that are on the outer perimeter of the mesh, or located around areas of the mesh that are not filled by polygons. This operation can be performed by the user from the 3D Viewport menu: Select – Select Loops – Select Boundary Loop.

Creating a custom UI window in Blender using PySide

The Blender Python API provides add-on developers with quite a wide range of options for designing a user interface. However, sometimes the built-in capabilities of the Blender API may not be enough. We can create a window with a UI that is completely independent of the built-in API by connecting and using the PySide module.

Getting the active property value in Blender using context

To get the current active object in a Blender scene, we usually use the context and its context.object (or context.active_object) property. Similarly, when working with the interface, we can access the context to get the currently active property – the value of the field in the Blender UI over which we hover the cursor or on which we clicked with the mouse. The context.property value is used for this.

Quickly renaming data blocks to match object names in Blender

When we assign or change the name of an object in Blender, we work at the object level. However, all objects also have a data block – a pointer to the actual object data, which also have names. The name of the data block can be seen by clicking on the corner arrow to the left of the object name in the outliner.

Assigning real indices to vertices created in bmesh

When we work with the bmesh object through the Blender Python API to create new geometry, all created vertices receive an index equal to -1. Although we can fully interact and control the created vertices, the lack of a numbered index can make it somewhat difficult to perceive the geometry and debug the code.

Blocking the UV elements from moving beyond the UV area boundaries

In most cases, UV elements (vertices, edges, faces, islands) can be freely moved anywhere in the UV Edit area. However, sometimes it is undesirable to move the UV beyond the boundaries of the base UV borders, for example, to ensure that the UV does not “move away” when baking it into atlases.

Making a cancellable operator in Blender uncancellable

When defining custom operators in Blender, we can make them cancellable and uncancellable by specifying the “UNDO” value in the “bl_options” parameter of the operator. But what if we need to exclude an existing operator, for example, a system operator, from the undo queue? This is very easy to do by redefining the operator with our own, without specifying “UNDO” in its parameters.

Operators with undo (Ctrl + z) and without

Defining operators, we most often provide for the ability to undo the action they performed – if after executing the operator the user presses the Ctrl + z key combination, all the effects of the operator on the scene should be canceled. However, in some cases, it may be necessary to define an operator that will be ignored if the user tries to undo its actions. Blender’s API allows us to create both types of operators by simply specifying the ability or prohibition of undo in their parameters.