blender

Getting Started with Programming in Blender

Introduction#

Whilst most of the Blender source code is written in C and C++, Extensions (Add-ons) are coded entirely in Python.

Blender comes with >90 extensions installed, but they are not all activated by default.

Blender extensions are installed and activated through the User Preferences window (accessible through the File menu or with the shortcut Ctrl + Alt + u).

Hello World! (Add-On)

# not all of this is required, but just here for reference
bl_info = {
    "name": "Hello World",                          # name of the add-on
    "author": "Blender developer",                  # name of the author
    "version": (1, 0),                              # version number for the add-on
    "blender": (2, 78, 0),                          # version of Blender the add-on is compatible with
    "location": "Space > Hello World",              # where the user can find the add-on
    "description": "Greets something",              # add-on description
    "warning": "Beta version",                      # whatever the user needs to be warned about
    "wiki_url": "",                                 # documentation link
    "category": "Development",                      # add-on category
    }

# the blender python module
import bpy
# this is just for convenience - could just use as bpy.props.StringProperty, but there are normally lots of properties
from bpy.props import StringProperty


class HelloWorld(bpy.types.Operator):
    """Says hello to the world."""       # python docstring 
    bl_idname = "greetings.hello_world"  # this will be callable with bpy.ops.greetings.hello_world()
    bl_label = "Hello World"             # the user-friendly name for this operator (e.g., in a button)
    bl_options = {'REGISTER', 'UNDO'}    # 'UNDO' is only here for reference (you can't actually take back what you say)

    name = StringProperty(
            name="name",
            default="world",
            description="Who to say hello to",
            )

    def execute(self, context):
        # Note: The execute method is called when the user clicks on the operator or calls it from python.

        message = "Hello, " + self.name + "!"
        
        # print to console
        print(message)
        
        # show a popup that automatically goes away (in info area's header)
        self.report({'INFO'}, message)
        
        # show a popup under the cursor that doesn't go away automatically
        self.report({'ERROR'}, message)

        # generally return {'FINISHED'} or {'CANCELLED'} at the end of the execute method
        return {'FINISHED'}


# this is automatically called when the add-on is enabled
def register():
    # simply register the class
    bpy.utils.register_class(HelloWorld)
    

# this is automatically called when the add-on is disabled
def unregister():
    # simply unregister the class
    bpy.utils.unregister_class(HelloWorld)


# common "pythonic" approach to main()...call register() automatically
if __name__ == "__main__":
    register()

Save this in an python file (.py), then install as a regular add-on in Blender. Type “space” in just about any area in Blender and type “Hello World” to find the operator you built.


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