Blender Python Addon logo

Blender Python Addon

Organization
Mindrally
blender-python-addon

Best practices for writing Blender Python add-ons using the bpy API, covering operators, panels, properties, registration, and API-safe scripting. Use when creating a Blender add-on, defining bpy.types.Operator or Panel classes, registering PropertyGroup settings, writing register()/unregister() functions, working with bmesh, or debugging add-ons in Blender's Python console.

Overview

PublisherMindrally
Repositoryskills
Skill nameblender-python-addon
Stars
259
Forks
41
Bundled files
Instructions only
LicenseApache-2.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Mindrally on GitHub. Read the source before you install it.

Installation

Install the Blender Python Addon AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/Mindrally/skills.git /tmp/skills
mkdir -p .claude/skills
cp -r /tmp/skills/blender-python-addon .claude/skills/blender-python-addon
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Blender Python Addon in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Blender Python Addon on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Blender Python Addon is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Blender Python Add-on Development

This skill covers building Blender add-ons with the bpy API, including add-on structure, operators, panels, properties, safe scene manipulation, and testing across Blender versions.

Workflow for Building a Blender Add-on

  1. Scaffold the add-on — Create a package with __init__.py as the entry point, and a blender_manifest.toml (Blender 4.2+ extensions) or bl_info dict (legacy add-ons) describing name, version, and supported Blender version.
  2. Define data — Create PropertyGroup classes for grouped settings and register them on the appropriate ID type (e.g., bpy.types.Scene.my_addon = PointerProperty(type=MyAddonSettings)).
  3. Implement operators — Subclass bpy.types.Operator for each user action; implement poll() for availability, invoke() for interactive setup, and execute() for the actual work.
  4. Build UI panels — Subclass bpy.types.Panel to expose operators and properties in the appropriate editor (3D viewport sidebar, properties editor, etc.).
  5. Register everything — List all classes in a classes tuple and register/unregister them in matching register()/unregister() functions; register property pointers alongside their classes.
  6. Test in a clean profile — Launch Blender with --factory-startup, install the add-on, enable it, exercise each operator, then disable it and confirm nothing is left behind.
  7. Package and ship — Zip the add-on folder (or build a .zip extension package) and verify it installs cleanly via Blender's Preferences > Add-ons (or Extensions) panel.

Add-on Structure

  • Keep the add-on's entry point in __init__.py with clear register() and unregister() functions that mirror each other exactly (everything registered must be unregistered, in reverse order).
  • Group operators, panels, properties, preferences, and utility code into separate modules once the add-on grows past a trivial size; import and register them from __init__.py.
  • Use bl_info (pre-4.2 legacy add-ons) or blender_manifest.toml (4.2+ extensions) matching the target Blender version and packaging model — don't mix conventions.
  • Keep UI labels concise and use bpy.app.translations or the "Category"/label conventions so user-facing text can be localized where the project supports it.

API Usage

  • Use bpy.types.Operator for actions, bpy.types.Panel for UI layout, and bpy.types.PropertyGroup for grouped, related settings.
  • Define bl_idname (lowercase, category.action format, e.g. object.apply_custom_modifier), bl_label, and bl_options (e.g., {'REGISTER', 'UNDO'}) explicitly on every operator.
  • Validate context in poll() before allowing an operator to run — check for an active object, correct mode, or valid selection so the operator button greys out instead of erroring.
  • Use invoke() for interactive setup (showing a dialog, reading mouse position) and execute() for the actual operation; invoke() should call self.execute(context) when it doesn't need extra interaction.
  • Return {'FINISHED'} on success or {'CANCELLED'} on failure/user-abort consistently — never return a bare None or an unrecognized string.
  • Use bpy.context.evaluated_depsgraph_get() and object.evaluated_get(depsgraph) when reading final scene state that includes modifiers, shape keys, or other dependency-graph-driven results.

Example: Operator, Panel, and Registration

python
bl_info = {
    "name": "Random Vertex Color",
    "author": "Example",
    "version": (1, 0, 0),
    "blender": (4, 0, 0),
    "category": "Mesh",
}

import bpy
import random


class MESH_OT_random_vertex_color(bpy.types.Operator):
    """Assign a random color to the active vertex color layer"""

    bl_idname = "mesh.random_vertex_color"
    bl_label = "Randomize Vertex Colors"
    bl_options = {"REGISTER", "UNDO"}

    @classmethod
    def poll(cls, context):
        obj = context.active_object
        return (
            obj is not None
            and obj.type == "MESH"
            and obj.mode == "OBJECT"
            and obj.data.color_attributes.active_color is not None
        )

    def execute(self, context):
        obj = context.active_object
        color_layer = obj.data.color_attributes.active_color
        for data in color_layer.data:
            data.color = (random.random(), random.random(), random.random(), 1.0)
        obj.data.update()
        self.report({"INFO"}, f"Randomized colors on '{obj.name}'")
        return {"FINISHED"}


class VIEW3D_PT_random_vertex_color(bpy.types.Panel):
    bl_label = "Vertex Color Tools"
    bl_idname = "VIEW3D_PT_random_vertex_color"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "Tool"

    def draw(self, context):
        layout = self.layout
        layout.operator(MESH_OT_random_vertex_color.bl_idname, icon="COLOR")


classes = (
    MESH_OT_random_vertex_color,
    VIEW3D_PT_random_vertex_color,
)


def register():
    for cls in classes:
        bpy.utils.register_class(cls)


def unregister():
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)


if __name__ == "__main__":
    register()

Data and Properties

  • Register custom properties through PropertyGroup classes instead of stuffing loose global state into module-level variables, which don't survive file reload and aren't undo-safe.
  • Store add-on preferences (API keys, default paths, UI toggles that persist across files) in an AddonPreferences subclass registered with bl_idname matching the add-on's module name.
  • Use PointerProperty, CollectionProperty, and fully-typed properties (StringProperty, FloatProperty, BoolProperty, etc.) with explicit name= and description= so tooltips and the Python API are self-documenting.
  • Clean up custom properties, bpy.app.handlers entries, timers, and keymaps during unregister() — anything added to a bpy.types.* class or a handler list must be explicitly removed.

Safety and Performance

  • Never run destructive scene operations (deleting objects, overwriting files) without explicit user action — no silent auto-execution on load for anything destructive.
  • Avoid blocking the UI thread in modal operators; use context.window_manager.event_timer_add() with a modal state machine for long-running operations instead of a tight loop.
  • Batch mesh edits and use the bmesh module (bmesh.from_edit_mesh, bmesh.new()) when programmatically editing mesh data instead of looping over mesh.vertices one at a time for structural changes.
  • Avoid repeatedly scanning large scenes or recomputing expensive data inside draw() methods — draw() runs on every UI redraw, so cache results and invalidate them only when the underlying data changes.
  • Keep file paths configurable and resolve them with Blender path utilities (bpy.path.abspath, bpy.utils.resource_path) instead of hardcoding OS-specific paths.

Testing and Debugging

  • Test in both a clean Blender profile (blender --factory-startup) to catch hidden dependencies on other add-ons, and in a representative production scene to catch performance and data-shape issues.
  • Add smoke tests that import the add-on module, call register(), run each core operator via bpy.ops, then call unregister() cleanly with no errors or leftover state.
  • Use self.report({'ERROR'}, "message") or {'WARNING'}/{'INFO'} for user-facing operator feedback instead of printing to the console, which most users never see.
  • Keep version-specific API differences (e.g., API changes between Blender 3.x and 4.x) isolated behind small helper functions so the rest of the add-on doesn't need version checks scattered throughout.

Common Mistakes

  • Forgetting to unregister classes, handlers, timers, and keymaps in unregister(), leaving Blender in a broken state after disabling the add-on.
  • Mutating Blender data (adding objects, changing mesh data) from inside a Panel.draw() method — draw() must only read data and lay out UI.
  • Assuming an active object, a non-empty selection, or a specific mode (Object/Edit/Sculpt) exists without checking context first.
  • Hardcoding absolute asset paths that only exist on the developer's machine instead of using relative paths or bpy.utils.resource_path.

Frequently asked questions

What does the Blender Python Addon AI skill do?

Best practices for writing Blender Python add-ons using the bpy API, covering operators, panels, properties, registration, and API-safe scripting. Use when creating a Blender add-on, defining bpy.types.Operator or Panel classes, registering PropertyGroup settings, writing register()/unregister() functions, working with bmesh, or debugging add-ons in Blender's Python console.

Why use Blender Python Addon on TypingMind?

Because you install it once and use it with any model. Blender Python Addon is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Blender Python Addon in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Mindrally/skills/tree/main/blender-python-addon. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Blender Python Addon?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Blender Python Addon?

As many as you like. As long as a model supports skills, you can use Blender Python Addon with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Blender Python Addon AI skill free?

Yes. It is published on GitHub by Mindrally under the Apache-2.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

View all

Set up your own AI workspace now

Get notified about new features and future giveaways by subscribing to our newsletter 👇