Blender Syntax Properties
ASecurityUse when adding custom properties to Blender objects -- BoolProperty, IntProperty, FloatProperty, EnumProperty, PointerProperty, or PropertyGroup. Prevents the common mistake of not using update callbacks (changes not reflected in UI) or returning stale items from dynamic EnumProperty. Covers all bpy.props types, subtypes, units, getters/ setters, and CollectionProperty patterns. Keywords: bpy.props, PropertyGroup, BoolProperty, IntProperty, FloatProperty, EnumProperty, PointerProperty, Colle...
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[](https://www.skillsdirectory.com/skills/sheepk95-blender-syntax-properties)---
name: blender-syntax-properties
description: >
Use when adding custom properties to Blender objects -- BoolProperty, IntProperty,
FloatProperty, EnumProperty, PointerProperty, or PropertyGroup. Prevents the common
mistake of not using update callbacks (changes not reflected in UI) or returning stale
items from dynamic EnumProperty. Covers all bpy.props types, subtypes, units, getters/
setters, and CollectionProperty patterns.
Keywords: bpy.props, PropertyGroup, BoolProperty, IntProperty, FloatProperty, EnumProperty, PointerProperty, CollectionProperty, update callback, dynamic enum, add custom property, user input, settings.
license: MIT
compatibility: "Designed for Claude Code. Requires Blender 3.x/4.x/5.x with Python."
metadata:
author: OpenAEC-Foundation
version: "1.0"
---
# blender-syntax-properties
## Quick Reference
### Property Type Selection
| Need | Property Type | Python Type |
|------|---------------|-------------|
| Toggle/flag | `BoolProperty` | `bool` |
| Count/index | `IntProperty` | `int` |
| Size/factor | `FloatProperty` | `float` |
| Name/path | `StringProperty` | `str` |
| Dropdown/mode | `EnumProperty` | `str` (identifier) |
| Axis toggles (X, Y, Z) | `BoolVectorProperty` | `tuple[bool, ...]` |
| Dimensions | `IntVectorProperty` | `tuple[int, ...]` |
| Color/position/rotation | `FloatVectorProperty` | `tuple[float, ...]` |
| Link to another type | `PointerProperty` | Reference to PropertyGroup or ID |
| Dynamic list | `CollectionProperty` | List of PropertyGroup items |
### Critical Warnings
**ALWAYS** use Python annotation syntax (`:` not `=`) for property declarations in classes.
**ALWAYS** register sub-PropertyGroups BEFORE parent PropertyGroups — registration order matters.
**ALWAYS** store dynamic enum callback results in a module-level variable to prevent garbage collection crashes.
**ALWAYS** set explicit unique integer values in enum items used with `ENUM_FLAG` or getter/setter patterns.
**NEVER** modify the property that triggered an `update` callback — causes infinite recursion.
**NEVER** define `set` without a matching `get` callback — Blender raises an error.
**NEVER** call operators inside `update` callbacks — they trigger undo and corrupt state.
**NEVER** set `default` on `EnumProperty` when `items` is a callback — use `default=None` or omit it.
---
## Version-Critical Changes
| Version | Change | Impact |
|---------|--------|--------|
| 4.1 | Enum ID properties via `id_properties_ui` | Integer custom properties can display as dropdowns |
| 5.0 | `property_unset()` replaces `del obj["prop"]` | RNA properties use separate storage from custom properties |
| 5.0 | `get_transform` / `set_transform` callbacks | Faster alternative to `get`/`set` using internal storage |
| 5.0 | IDProperty storage split | `bpy.props`-defined properties no longer accessible via dict syntax |
### Blender 5.0 Property Storage Split
```python
# Blender <5.0: dict access to RNA properties worked
value = obj["my_rna_prop"] # WORKED in 4.x
# Blender 5.0+: dict access BROKEN for bpy.props-defined properties
value = obj["my_rna_prop"] # Returns None or KeyError
# CORRECT in 5.0+: use RNA path
value = obj.my_rna_prop
# Reset property to default (replaces del obj["prop"]):
obj.property_unset("my_rna_prop")
```
---
## Essential Patterns
### Pattern 1: Basic Property Declaration
```python
# Blender 3.x/4.x/5.x: annotation syntax REQUIRED
class MyOperator(bpy.types.Operator):
bl_idname = "object.my_operator"
bl_label = "My Operator"
count: bpy.props.IntProperty(name="Count", default=5, min=1, max=100)
factor: bpy.props.FloatProperty(name="Factor", default=1.0, subtype='FACTOR')
name_input: bpy.props.StringProperty(name="Name", default="Object")
```
### Pattern 2: PropertyGroup Registration
```python
# Blender 3.x/4.x/5.x
class MySettings(bpy.types.PropertyGroup):
enabled: bpy.props.BoolProperty(name="Enabled", default=True)
count: bpy.props.IntProperty(name="Count", default=5, min=1)
scale: bpy.props.FloatProperty(name="Scale", default=1.0, min=0.01)
def register():
bpy.utils.register_class(MySettings)
bpy.types.Scene.my_settings = bpy.props.PointerProperty(type=MySettings)
def unregister():
del bpy.types.Scene.my_settings
bpy.utils.unregister_class(MySettings)
```
### Pattern 3: Nested PropertyGroups
```python
# Blender 3.x/4.x/5.x: registration order is CRITICAL
class SubSettings(bpy.types.PropertyGroup):
value: bpy.props.FloatProperty(name="Value", default=0.0)
class MainSettings(bpy.types.PropertyGroup):
sub: bpy.props.PointerProperty(type=SubSettings)
items: bpy.props.CollectionProperty(type=SubSettings)
active_index: bpy.props.IntProperty()
def register():
bpy.utils.register_class(SubSettings) # FIRST: sub-types
bpy.utils.register_class(MainSettings) # SECOND: parent type
bpy.types.Scene.settings = bpy.props.PointerProperty(type=MainSettings)
def unregister():
del bpy.types.Scene.settings
bpy.utils.unregister_class(MainSettings) # Reverse order
bpy.utils.unregister_class(SubSettings)
```
### Pattern 4: Static EnumProperty
```python
# Blender 3.x/4.x/5.x
# Items: (identifier, name, description[, icon[, number]])
my_mode: bpy.props.EnumProperty(
name="Mode",
items=[
('FAST', "Fast", "Low quality, fast render", 'PLAY', 0),
('MEDIUM', "Medium", "Balanced quality", 'PAUSE', 1),
('HIGH', "High", "High quality, slow render", 'RENDER_STILL', 2),
],
default='MEDIUM',
)
```
### Pattern 5: Dynamic EnumProperty
```python
# Blender 3.x/4.x/5.x
# WARNING: MUST store results to prevent garbage collection crash
_enum_items_cache = [] # Module-level storage REQUIRED
def get_object_items(self, context):
global _enum_items_cache
_enum_items_cache = [
(obj.name, obj.name, f"Select {obj.name}", 'OBJECT_DATA', i)
for i, obj in enumerate(bpy.data.objects)
]
if not _enum_items_cache:
_enum_items_cache = [('NONE', "None", "No objects available", 'ERROR', 0)]
return _enum_items_cache
my_object: bpy.props.EnumProperty(
name="Object",
items=get_object_items,
# default MUST be None or omitted when items is a callback
)
```
### Pattern 6: Update Callback
```python
# Blender 3.x/4.x/5.x
def on_count_changed(self, context):
# SAFE: modify OTHER properties on self
if self.count > 10:
self.warning = "High count may impact performance"
# UNSAFE: do NOT modify self.count here (infinite recursion)
# UNSAFE: do NOT call bpy.ops.* here (undo corruption)
class MySettings(bpy.types.PropertyGroup):
count: bpy.props.IntProperty(
name="Count", default=5, update=on_count_changed,
)
warning: bpy.props.StringProperty()
```
### Pattern 7: Getter/Setter
```python
# Blender 3.x/4.x/5.x
def get_computed(self):
# Compute value on read — no internal storage
return len(bpy.data.objects)
def set_computed(self, value):
# Handle write — must store somewhere if persistence needed
self["_cached_count"] = value
class MySettings(bpy.types.PropertyGroup):
object_count: bpy.props.IntProperty(
name="Object Count",
get=get_computed,
set=set_computed,
)
```
### Pattern 8: Get/Set Transform (Blender 5.0+)
```python
# Blender 5.0+ ONLY: faster than get/set, uses internal storage
def clamp_transform(self, new_value, curr_value, is_set):
"""Transform value before storing."""
return max(0.0, min(new_value, 100.0))
def display_transform(self, curr_value, is_set):
"""Transform value on read."""
return curr_value * 2.0 if is_set else 0.0
class MySettings(bpy.types.PropertyGroup):
clamped: bpy.props.FloatProperty(
name="Clamped",
set_transform=clamp_transform,
get_transform=display_transform,
)
```
### Pattern 9: ENUM_FLAG (Multi-Select)
```python
# Blender 3.x/4.x/5.x: numbers MUST be powers of 2
my_flags: bpy.props.EnumProperty(
name="Axes",
items=[
('X', "X Axis", "Include X axis", 1),
('Y', "Y Axis", "Include Y axis", 2),
('Z', "Z Axis", "Include Z axis", 4),
],
options={'ENUM_FLAG'},
default={'X', 'Z'}, # Default is a SET, not a string
)
```
### Pattern 10: PointerProperty with Poll
```python
# Blender 3.x/4.x/5.x: filter selectable objects
def filter_mesh_objects(self, obj):
return obj.type == 'MESH'
class MySettings(bpy.types.PropertyGroup):
target: bpy.props.PointerProperty(
type=bpy.types.Object,
name="Target",
poll=filter_mesh_objects,
)
```
### Pattern 11: CollectionProperty Operations
```python
# Blender 3.x/4.x/5.x
scene = bpy.context.scene
# Add item
item = scene.my_settings.items.add()
item.name = "New Item"
item.value = 42.0
# Remove by index
scene.my_settings.items.remove(0)
# Move item (from_index, to_index)
scene.my_settings.items.move(0, 2)
# Clear all
scene.my_settings.items.clear()
# Iterate
for item in scene.my_settings.items:
print(item.name, item.value)
# Access by index
first = scene.my_settings.items[0]
# Find by name (returns index or -1)
idx = scene.my_settings.items.find("New Item")
```
---
## Subtype and Unit Quick Reference
### Numeric Subtypes
| Subtype | Applies To | Effect |
|---------|-----------|--------|
| `'NONE'` | All | Default display |
| `'PIXEL'` | Int/Float | Pixel unit display |
| `'UNSIGNED'` | Int | Unsigned display |
| `'PERCENTAGE'` | Float | 0-100% display |
| `'FACTOR'` | Float | 0.0-1.0 slider |
| `'ANGLE'` | Float | Radians with degree display |
| `'TIME'` | Float | Scene-relative time (frames) |
| `'TIME_ABSOLUTE'` | Float | Absolute time (seconds) |
| `'DISTANCE'` | Float | Distance in scene units |
| `'POWER'` | Float | Power unit display |
| `'TEMPERATURE'` | Float | Temperature display |
### Vector Subtypes
| Subtype | Applies To | Effect |
|---------|-----------|--------|
| `'COLOR'` | FloatVector | Linear RGB color picker |
| `'COLOR_GAMMA'` | FloatVector | Gamma-space color picker |
| `'TRANSLATION'` | FloatVector | Position in scene units |
| `'DIRECTION'` | FloatVector | Normalized direction |
| `'VELOCITY'` | FloatVector | Velocity vector |
| `'ACCELERATION'` | FloatVector | Acceleration vector |
| `'EULER'` | FloatVector | Euler rotation (radians) |
| `'QUATERNION'` | FloatVector | Quaternion rotation (size=4) |
| `'AXISANGLE'` | FloatVector | Axis-angle rotation (size=4) |
| `'XYZ'` | FloatVector | Generic XYZ coordinates |
| `'MATRIX'` | FloatVector | Matrix representation |
### String Subtypes
| Subtype | Effect |
|---------|--------|
| `'NONE'` | Plain text input |
| `'FILE_PATH'` | File browser button |
| `'DIR_PATH'` | Directory browser button |
| `'FILE_NAME'` | File name field |
| `'BYTE_STRING'` | Byte string |
| `'PASSWORD'` | Masked input (***) |
### Unit Values (FloatProperty / FloatVectorProperty only)
| Unit | Display |
|------|---------|
| `'NONE'` | No unit |
| `'LENGTH'` | Scene length unit |
| `'AREA'` | Area (length²) |
| `'VOLUME'` | Volume (length³) |
| `'ROTATION'` | Degrees/radians |
| `'TIME'` | Scene-relative time |
| `'TIME_ABSOLUTE'` | Absolute seconds |
| `'VELOCITY'` | Speed |
| `'ACCELERATION'` | Acceleration |
| `'MASS'` | Mass |
| `'CAMERA'` | Camera distance |
| `'POWER'` | Power |
| `'TEMPERATURE'` | Temperature |
### Options Flags
| Flag | Applies To | Effect |
|------|-----------|--------|
| `'HIDDEN'` | All | Hidden from UI, accessible via Python |
| `'SKIP_SAVE'` | All | Value not saved between operator invocations |
| `'ANIMATABLE'` | All (default) | Can be keyframed |
| `'LIBRARY_EDITABLE'` | All | Editable on linked data-blocks |
| `'PROPORTIONAL'` | Numeric | Proportional editing support |
| `'TEXTEDIT_UPDATE'` | String | Updates on each keystroke |
| `'ENUM_FLAG'` | Enum only | Multi-select with power-of-2 values |
---
## Decision Trees
### When to Use PointerProperty vs CollectionProperty
```
Need to reference ONE item?
├── YES → PointerProperty
│ ├── Reference to another PropertyGroup? → type=MyPropertyGroup
│ └── Reference to an ID type? → type=bpy.types.Object (or Material, etc.)
└── NO → Need a LIST of items?
└── YES → CollectionProperty(type=MyPropertyGroup)
└── Track active selection? → Add IntProperty for active_index
```
### When to Use get/set vs get_transform/set_transform
```
Blender version?
├── <5.0 → Use get/set (only option)
└── >=5.0
├── Need custom storage logic? → Use get/set
└── Only need value transformation?
└── Use get_transform/set_transform (faster, uses internal storage)
```
### When to Use update vs msgbus
```
Property changes on THIS class?
├── YES → Use update callback on the property
└── NO → Watching EXTERNAL property changes?
└── YES → Use bpy.msgbus.subscribe_rna()
```
---
## Attachment Points
Properties can be attached to any Blender ID type:
```python
# Per-scene settings
bpy.types.Scene.my_prop = bpy.props.PointerProperty(type=MySettings)
# Per-object settings
bpy.types.Object.my_prop = bpy.props.PointerProperty(type=MySettings)
# Per-material settings
bpy.types.Material.my_prop = bpy.props.FloatProperty(name="Custom")
# Per-mesh settings
bpy.types.Mesh.my_prop = bpy.props.IntProperty(name="Custom")
# Per-bone settings
bpy.types.Bone.my_prop = bpy.props.StringProperty(name="Custom")
# Per-window-manager (session-only, not saved)
bpy.types.WindowManager.my_prop = bpy.props.BoolProperty(name="Temp")
```
**WindowManager** properties are session-only — they reset when Blender restarts. Use for temporary UI state.
---
## Reference Links
- [references/methods.md](references/methods.md) — Complete API signatures for all bpy.props types
- [references/examples.md](references/examples.md) — Working code examples for every property pattern
- [references/anti-patterns.md](references/anti-patterns.md) — What NOT to do, with explanations
### Official Sources
- https://docs.blender.org/api/current/bpy.props.html
- https://docs.blender.org/api/current/bpy.types.PropertyGroup.html
- https://developer.blender.org/docs/release_notes/5.0/python_api/
- https://developer.blender.org/docs/release_notes/4.1/python_api/
Files in this skill
- LICENSE
- SKILL.md
- references/anti-patterns.md
- references/examples.md
- references/methods.md
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