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.
All Cycles nodes are supported, including script and nested groups.
Also added the ability to save scripts/texts from the Text Editor.
To make a release, it was left to clean up a bit the server (site) side – increase the size of the previews, add tags and node names editing, make a separate list for saved texts. And also test the add-on with complex materials.
Writing scripts in Blender we often need to know the full list of object properties to access them through the Blender API. Consider how we can get a list of available object methods and properties.
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:
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.
If the checkbox is on – temporary render results are saved in OpenEXR Multilayer format including all layers and passes for future use. Only finished image compiles automatically, different passes need to compile manually.