Add 2 documents to the python api reference.
- Blender/Python Addon Tutorial: a step by step guide on how to write an addon from scratch - Blender/Python API Reference Usage: examples of how to use the API reference docs Thanks to John Nyquist for editing these docs and giving feedback.
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Addon Tutorial
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##############
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************
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Introduction
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************
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Intended Audience
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=================
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This tutorial is designed to help technical artists or developers learn to extend Blender.
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An understanding of the basics of Python is expected for those working through this tutorial.
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Prerequisites
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-------------
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Before going through the tutorial you should...
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* Familiarity with the basics of working in Blender.
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* Know how to run a script in Blender's text editor (as documented in the quick-start)
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* Have an understanding of Python primitive types (int, boolean, string, list, tuple, dictionary, and set).
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* Be familiar with the concept of Python modules.
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* Basic understanding of classes (object orientation) in Python.
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Suggested reading before starting this tutorial.
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* `Dive Into Python <http://getpython3.com/diveintopython3/index.html>`_ sections (1, 2, 3, 4, and 7).
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* :ref:`Blender API Quickstart <info_quickstart>`
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to help become familiar with Blender/Python basics.
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To best troubleshoot any error message Python prints while writing scripts you run blender with from a terminal,
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see :ref:`Use The Terminal <use_the_terminal>`.
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Documentation Links
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===================
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While going through the tutorial you may want to look into our reference documentation.
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* :ref:`Blender API Overview <info_overview>`. -
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*This document is rather detailed but helpful if you want to know more on a topic.*
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* :mod:`bpy.context` api reference. -
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*Handy to have a list of available items your script may operate on.*
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* :class:`bpy.types.Operator`. -
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*The following addons define operators, these docs give details and more examples of operators.*
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******
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Addons
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******
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What is an Addon?
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=================
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An addon is simply a Python module with some additional requirements so Blender can display it in a list with useful
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information.
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To give an example, here is the simplest possible addon.
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.. code-block:: python
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bl_info = {"name": "My Test Addon", "category": "Object"}
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def register():
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print("Hello World")
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def unregister():
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print("Goodbye World")
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* ``bl_info`` is a dictionary containing addon meta-data such as the title, version and author to be displayed in the
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user preferences addon list.
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* ``register`` is a function which only runs when enabling the addon, this means the module can be loaded without
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activating the addon.
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* ``unregister`` is a function to unload anything setup by ``register``, this is called when the addon is disabled.
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Notice this addon does not do anything related to Blender, (the :mod:`bpy` module is not imported for example).
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This is a contrived example of an addon that serves to illustrate the point
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that the base requirements of an addon are simple.
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An addon will typically register operators, panels, menu items etc, but its worth noting that _any_ script can do this,
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when executed from the text editor or even the interactive console - there is nothing inherently different about an
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addon that allows it to integrate with Blender, such functionality is just provided by the :mod:`bpy` module for any
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script to access.
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So an addon is just a way to encapsulate a Python module in a way a user can easily utilize.
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.. note::
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Running this script within the text editor won't print anything,
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to see the output it must be installed through the user preferences.
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Messages will be printed when enabling and disabling.
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Your First Addon
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================
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The simplest possible addon above was useful as an example but not much else.
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This next addon is simple but shows how to integrate a script into Blender using an ``Operator``
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which is the typical way to define a tool accessed from menus, buttons and keyboard shortcuts.
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For the first example we'll make a script that simply moves all objects in a scene.
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Write The Script
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----------------
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Add the following script to the text editor in Blender.
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.. code-block:: python
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import bpy
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scene = bpy.context.scene
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for obj in scene.objects:
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obj.location.x += 1.0
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.. image:: run_script.png
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:width: 924px
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:align: center
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:height: 574px
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:alt: Run Script button
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Click the Run Script button, all objects in the active scene are moved by 1.0 Blender unit.
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Next we'll make this script into an addon.
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Write the Addon (Simple)
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------------------------
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This addon takes the body of the script above, and adds them to an operator's ``execute()`` function.
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.. code-block:: python
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bl_info = {
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"name": "Move X Axis",
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"category": "Object",
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}
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import bpy
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class ObjectMoveX(bpy.types.Operator):
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"""My Object Moving Script""" # blender will use this as a tooltip for menu items and buttons.
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bl_idname = "object.move_x" # unique identifier for buttons and menu items to reference.
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bl_label = "Move X by One" # display name in the interface.
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bl_options = {'REGISTER', 'UNDO'} # enable undo for the operator.
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def execute(self, context): # execute() is called by blender when running the operator.
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# The original script
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scene = context.scene
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for obj in scene.objects:
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obj.location.x += 1.0
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return {'FINISHED'} # this lets blender know the operator finished successfully.
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def register():
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bpy.utils.register_class(ObjectMoveX)
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def unregister():
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bpy.utils.unregister_class(ObjectMoveX)
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# This allows you to run the script directly from blenders text editor
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# to test the addon without having to install it.
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if __name__ == "__main__":
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register()
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.. note:: ``bl_info`` is split across multiple lines, this is just a style convention used to more easily add items.
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.. note:: Rather than using ``bpy.context.scene``, we use the ``context.scene`` argument passed to ``execute()``.
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In most cases these will be the same however in some cases operators will be passed a custom context
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so script authors should prefer the ``context`` argument passed to operators.
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To test the script you can copy and paste this into Blender text editor and run it, this will execute the script
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directly and call register immediately.
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However running the script wont move any objects, for this you need to execute the newly registered operator.
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.. image:: spacebar.png
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:width: 924px
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:align: center
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:height: 574px
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:alt: Spacebar
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Do this by pressing ``SpaceBar`` to bring up the operator search dialog and type in "Move X by One" (the ``bl_label``),
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then press ``Enter``.
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The objects should move as before.
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*Keep this addon open in Blender for the next step - Installing.*
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Install The Addon
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-----------------
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Once you have your addon within in Blender's text editor, you will want to be able to install it so it can be enabled in
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the user preferences to load on startup.
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Even though the addon above is a test, lets go through the steps anyway so you know how to do it for later.
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To install the Blender text as an addon you will first have to save it to disk, take care to obey the naming
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restrictions that apply to Python modules and end with a ``.py`` extension.
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Once the file is on disk, you can install it as you would for an addon downloaded online.
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Open the user **File -> User Preferences**, Select the **Addon** section, press **Install Addon...** and select the file.
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Now the addon will be listed and you can enable it by pressing the check-box, if you want it to be enabled on restart,
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press **Save as Default**.
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.. note::
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The destination of the addon depends on your Blender configuration.
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When installing an addon the source and destination path are printed in the console.
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You can also find addon path locations by running this in the Python console.
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.. code-block:: python
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import addon_utils
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print(addon_utils.paths())
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More is written on this topic here:
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`Directory Layout <http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout>`_
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Your Second Addon
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=================
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For our second addon, we will focus on object instancing - this is - to make linked copies of an object in a
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similar way to what you may have seen with the array modifier.
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Write The Script
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----------------
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As before, first we will start with a script, develop it, then convert into an addon.
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.. code-block:: python
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import bpy
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from bpy import context
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# Get the current scene
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scene = context.scene
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# Get the 3D cursor
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cursor = scene.cursor_location
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# Get the active object (assume we have one)
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obj = scene.objects.active
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# Now make a copy of the object
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obj_new = obj.copy()
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# The object won't automatically get into a new scene
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scene.objects.link(obj_new)
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# Now we can place the object
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obj_new.location = cursor
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Now try copy this script into Blender and run it on the default cube.
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Make sure you click to move the 3D cursor before running as the duplicate will appear at the cursor's location.
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... go off and test ...
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After running, notice that when you go into edit-mode to change the cube - all of the copies change,
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in Blender this is known as *Linked-Duplicates*.
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Next, we're going to do this in a loop, to make an array of objects between the active object and the cursor.
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.. code-block:: python
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import bpy
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from bpy import context
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scene = context.scene
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cursor = scene.cursor_location
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obj = scene.objects.active
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# Use a fixed value for now, eventually make this user adjustable
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total = 10
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# Add 'total' objects into the scene
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for i in range(total):
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obj_new = obj.copy()
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scene.objects.link(obj_new)
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# Now place the object in between the cursor
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# and the active object based on 'i'
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factor = i / total
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obj_new.location = (obj.location * factor) + (cursor * (1.0 - factor))
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Try run this script with with the active object and the cursor spaced apart to see the result.
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With this script you'll notice we're doing some math with the object location and cursor, this works because both are
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3D :class:`mathutils.Vector` instances, a convenient class provided by the :mod:`mathutils` module and
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allows vectors to be multiplied by numbers and matrices.
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If you are interested in this area, read into :class:`mathutils.Vector` - there are many handy utility functions
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such as getting the angle between vectors, cross product, dot products
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as well as more advanced functions in :mod:`mathutils.geometry` such as bezier spline interpolation and
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ray-triangle intersection.
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For now we'll focus on making this script an addon, but its good to know that this 3D math module is available and
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can help you with more advanced functionality later on.
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Write the Addon
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---------------
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The first step is to convert the script as-is into an addon.
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.. code-block:: python
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bl_info = {
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"name": "Cursor Array",
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"category": "Object",
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}
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import bpy
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class ObjectCursorArray(bpy.types.Operator):
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"""Object Cursor Array"""
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bl_idname = "object.cursor_array"
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bl_label = "Cursor Array"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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scene = context.scene
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cursor = scene.cursor_location
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obj = scene.objects.active
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total = 10
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for i in range(total):
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obj_new = obj.copy()
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scene.objects.link(obj_new)
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factor = i / total
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obj_new.location = (obj.location * factor) + (cursor * (1.0 - factor))
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return {'FINISHED'}
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def register():
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bpy.utils.register_class(ObjectCursorArray)
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def unregister():
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bpy.utils.unregister_class(ObjectCursorArray)
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if __name__ == "__main__":
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register()
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Everything here has been covered in the previous steps, you may want to try run the addon still
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and consider what could be done to make it more useful.
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... go off and test ...
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The two of the most obvious missing things are - having the total fixed at 10, and having to access the operator from
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space-bar is not very convenient.
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Both these additions are explained next, with the final script afterwards.
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Operator Property
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^^^^^^^^^^^^^^^^^
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There are a variety of property types that are used for tool settings, common property types include:
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int, float, vector, color, boolean and string.
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These properties are handled differently to typical Python class attributes
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because Blender needs to be display them in the interface,
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store their settings in key-maps and keep settings for re-use.
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While this is handled in a fairly Pythonic way, be mindful that you are in fact defining tool settings that
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are loaded into Blender and accessed by other parts of Blender, outside of Python.
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To get rid of the literal 10 for `total`, we'll us an operator property.
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Operator properties are defined via bpy.props module, this is added to the class body.
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.. code-block:: python
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# moved assignment from execute() to the body of the class...
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total = bpy.props.IntProperty(name="Steps", default=2, min=1, max=100)
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# and this is accessed on the class
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# instance within the execute() function as...
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self.total
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||||
These properties from :mod:`bpy.props` are handled specially by Blender when the class is registered
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so they display as buttons in the user interface.
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There are many arguments you can pass to properties to set limits, change the default and display a tooltip.
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||||
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||||
.. seealso:: :mod:`bpy.props.IntProperty`
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|
||||
This document doesn't go into details about using other property types,
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however the link above includes examples of more advanced property usage.
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Menu Item
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^^^^^^^^^
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Addons can add to the user interface of existing panels, headers and menus defined in Python.
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For this example we'll add to an existing menu.
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.. image:: menu_id.png
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||||
:width: 334px
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||||
:align: center
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||||
:height: 128px
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||||
:alt: Menu Identifier
|
||||
|
||||
To find the identifier of a menu you can hover your mouse over the menu item and the identifier is displayed.
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||||
|
||||
The method used for adding a menu item is to append a draw function into an existing class.
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|
||||
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||||
.. code-block:: python
|
||||
|
||||
def menu_func(self, context):
|
||||
self.layout.operator(ObjectCursorArray.bl_idname)
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||||
|
||||
def register():
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||||
bpy.types.VIEW3D_MT_object.append(menu_func)
|
||||
|
||||
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||||
For docs on extending menus see: :doc:`bpy.types.Menu`.
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||||
|
||||
|
||||
Keymap
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||||
^^^^^^
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||||
|
||||
In Blender addons have their own key-maps so as not to interfere with Blenders built in key-maps.
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||||
|
||||
In the example below, a new object-mode :class:`bpy.types.KeyMap` is added,
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||||
then a :class:`bpy.types.KeyMapItem` is added to the key-map which references our newly added operator,
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||||
using :kbd:`Ctrl-Shift-Space` as the key shortcut to activate it.
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||||
|
||||
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||||
.. code-block:: python
|
||||
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||||
# store keymaps here to access after registration
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||||
addon_keymaps = []
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||||
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||||
def register():
|
||||
|
||||
# handle the keymap
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||||
wm = bpy.context.window_manager
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||||
km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
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|
||||
kmi = km.keymap_items.new(ObjectCursorArray.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True)
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||||
kmi.properties.total = 4
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||||
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||||
addon_keymaps.append(km)
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||||
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||||
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||||
def unregister():
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||||
|
||||
# handle the keymap
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||||
wm = bpy.context.window_manager
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||||
for km in addon_keymaps:
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||||
wm.keyconfigs.addon.keymaps.remove(km)
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||||
# clear the list
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||||
addon_keymaps.clear()
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||||
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||||
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||||
Notice how the key-map item can have a different ``total`` setting then the default set by the operator,
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||||
this allows you to have multiple keys accessing the same operator with different settings.
|
||||
|
||||
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||||
.. note::
|
||||
|
||||
While :kbd:`Ctrl-Shift-Space` isn't a default Blender key shortcut, its hard to make sure addons won't
|
||||
overwrite each others keymaps, At least take care when assigning keys that they don't
|
||||
conflict with important functionality within Blender.
|
||||
|
||||
For API documentation on the functions listed above, see:
|
||||
:class:`bpy.types.KeyMaps.new`,
|
||||
:class:`bpy.types.KeyMap`,
|
||||
:class:`bpy.types.KeyMapItems.new`,
|
||||
:class:`bpy.types.KeyMapItem`.
|
||||
|
||||
|
||||
Bringing it all together
|
||||
^^^^^^^^^^^^^^^^^^^^^^^^
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
bl_info = {
|
||||
"name": "Cursor Array",
|
||||
"category": "Object",
|
||||
}
|
||||
|
||||
import bpy
|
||||
|
||||
|
||||
class ObjectCursorArray(bpy.types.Operator):
|
||||
"""Object Cursor Array"""
|
||||
bl_idname = "object.cursor_array"
|
||||
bl_label = "Cursor Array"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
total = bpy.props.IntProperty(name="Steps", default=2, min=1, max=100)
|
||||
|
||||
def execute(self, context):
|
||||
scene = context.scene
|
||||
cursor = scene.cursor_location
|
||||
obj = scene.objects.active
|
||||
|
||||
for i in range(self.total):
|
||||
obj_new = obj.copy()
|
||||
scene.objects.link(obj_new)
|
||||
|
||||
factor = i / self.total
|
||||
obj_new.location = (obj.location * factor) + (cursor * (1.0 - factor))
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
def menu_func(self, context):
|
||||
self.layout.operator(ObjectCursorArray.bl_idname)
|
||||
|
||||
# store keymaps here to access after registration
|
||||
addon_keymaps = []
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(ObjectCursorArray)
|
||||
bpy.types.VIEW3D_MT_object.append(menu_func)
|
||||
|
||||
# handle the keymap
|
||||
wm = bpy.context.window_manager
|
||||
km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY')
|
||||
kmi = km.keymap_items.new(ObjectCursorArray.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True)
|
||||
kmi.properties.total = 4
|
||||
addon_keymaps.append(km)
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(ObjectCursorArray)
|
||||
bpy.types.VIEW3D_MT_object.remove(menu_func)
|
||||
|
||||
# handle the keymap
|
||||
wm = bpy.context.window_manager
|
||||
for km in addon_keymaps:
|
||||
wm.keyconfigs.addon.keymaps.remove(km)
|
||||
# clear the list
|
||||
del addon_keymaps[:]
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
||||
|
||||
.. image:: in_menu.png
|
||||
:width: 591px
|
||||
:align: center
|
||||
:height: 649px
|
||||
:alt: In the menu
|
||||
|
||||
Run the script (or save it and add it through the Preferences like before) and it will appear in the menu.
|
||||
|
||||
.. image:: op_prop.png
|
||||
:width: 669px
|
||||
:align: center
|
||||
:height: 644px
|
||||
:alt: Operator Property
|
||||
|
||||
After selecting it from the menu, you can choose how many instance of the cube you want created.
|
||||
|
||||
|
||||
.. note::
|
||||
|
||||
Directly executing the script multiple times will add the menu each time too.
|
||||
While not useful behavior, theres nothing to worry about since addons won't register them selves multiple
|
||||
times when enabled through the user preferences.
|
||||
|
||||
|
||||
Conclusions
|
||||
===========
|
||||
|
||||
Addons can encapsulate certain functionality neatly for writing tools to improve your work-flow or for writing utilities
|
||||
for others to use.
|
||||
|
||||
While there are limits to what Python can do within Blender, there is certainly a lot that can be achieved without
|
||||
having to dive into Blender's C/C++ code.
|
||||
|
||||
The example given in the tutorial is limited, but shows the Blender API used for common tasks that you can expand on
|
||||
to write your own tools.
|
||||
|
||||
|
||||
Further Reading
|
||||
---------------
|
||||
|
||||
Blender comes commented templates which are accessible from the text editor header, if you have specific areas
|
||||
you want to see example code for, this is a good place to start.
|
||||
|
||||
|
||||
Here are some sites you might like to check on after completing this tutorial.
|
||||
|
||||
* :ref:`Blender/Python API Overview <info_overview>` -
|
||||
*For more background details on Blender/Python integration.*
|
||||
|
||||
* `How to Think Like a Computer Scientist <http://interactivepython.org/courselib/static/thinkcspy/index.html>`_ -
|
||||
*Great info for those who are still learning Python.*
|
||||
|
||||
* `Blender Development (Wiki) <http://wiki.blender.org/index.php/Dev:Contents>`_ -
|
||||
*Blender Development, general information and helpful links.*
|
||||
|
||||
* `Blender Artists (Coding Section) <http://blenderartists.org/forum/forumdisplay.php?47-Coding>`_ -
|
||||
*forum where people ask Python development questions*
|
||||
|
Reference in New Issue
Block a user