Skip to content
Back to skills

Blender Addon Dev

ASecurity

Build custom Blender add-ons with Python. Use when the user wants to create a Blender add-on, register operators, build UI panels, add custom properties, create menus, package an add-on for distribution, or extend Blender with custom tools and workflows.

  • 142 stars
  • 0 votes
  • 0 copies
  • 5 views
  • Added May 27, 2026
developmentpythongonode

Works with

  • terminal

Security analysis

A100/100

Pro scans all 3 files and shows the line behind each finding

Scanned May 27, 2026

npx -y skills add TerminalSkills/skills --skill blender-addon-dev --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Blender Addon Dev?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Blender Addon Dev
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/terminalskills-blender-addon-dev/badge)](https://www.skillsdirectory.com/skills/terminalskills-blender-addon-dev)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: blender-addon-dev
description: >-
  Build custom Blender add-ons with Python. Use when the user wants to create
  a Blender add-on, register operators, build UI panels, add custom properties,
  create menus, package an add-on for distribution, or extend Blender with
  custom tools and workflows.
license: Apache-2.0
compatibility: >-
  Requires Blender 3.0+. Add-ons are standard Python modules.
  Test: blender --background --python addon.py
metadata:
  author: terminal-skills
  version: "1.0.0"
  category: development
  tags: ["blender", "addon", "plugin", "operators", "ui-panels"]
---

# Blender Add-on Development

## Overview

Create custom Blender add-ons that extend the application with new operators, UI panels, properties, and menus. Add-ons are Python modules that register with Blender's internal system and can be installed, enabled, and shared like any Blender extension.

## Instructions

### 1. Add-on structure and bl_info

```python
bl_info = {
    "name": "My Custom Add-on",
    "author": "Your Name",
    "version": (1, 0, 0),
    "blender": (3, 0, 0),
    "location": "View3D > Sidebar > My Tab",
    "description": "A short description of what the add-on does",
    "category": "Object",
}

import bpy

def register():
    """Called when the add-on is enabled."""
    pass

def unregister():
    """Called when the add-on is disabled."""
    pass

if __name__ == "__main__":
    register()
```

### 2. Create a custom operator

```python
class OBJECT_OT_my_operator(bpy.types.Operator):
    """Tooltip shown on hover"""
    bl_idname = "object.my_operator"
    bl_label = "My Operator"
    bl_options = {'REGISTER', 'UNDO'}

    scale_factor: bpy.props.FloatProperty(name="Scale", default=2.0, min=0.1, max=100.0)
    axis: bpy.props.EnumProperty(
        name="Axis",
        items=[('X', "X Axis", ""), ('Y', "Y Axis", ""), ('Z', "Z Axis", ""), ('ALL', "All", "")],
        default='ALL'
    )

    @classmethod
    def poll(cls, context):
        return context.active_object is not None

    def execute(self, context):
        obj = context.active_object
        s = self.scale_factor
        if self.axis == 'ALL':
            obj.scale *= s
        else:
            setattr(obj.scale, self.axis.lower(), getattr(obj.scale, self.axis.lower()) * s)
        self.report({'INFO'}, f"Scaled {obj.name} by {s}")
        return {'FINISHED'}

    def invoke(self, context, event):
        return context.window_manager.invoke_props_dialog(self)
```

Naming convention: `CATEGORY_OT_name` for operators, `CATEGORY_PT_name` for panels, `CATEGORY_MT_name` for menus.

### 3. Create a UI panel

```python
class VIEW3D_PT_my_panel(bpy.types.Panel):
    bl_label = "My Tools"
    bl_idname = "VIEW3D_PT_my_panel"
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'UI'
    bl_category = "My Tab"
    bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        obj = context.active_object
        layout.operator("object.my_operator", icon='FULLSCREEN_ENTER')
        if obj:
            layout.label(text=f"Active: {obj.name}", icon='OBJECT_DATA')
            layout.prop(obj, "location")
            box = layout.box()
            box.label(text="Transform", icon='ORIENTATION_GLOBAL')
            col = box.column(align=True)
            col.prop(obj, "location", index=0, text="X")
            col.prop(obj, "location", index=1, text="Y")
            col.prop(obj, "location", index=2, text="Z")
```

Panel spaces: `VIEW_3D`, `PROPERTIES`, `IMAGE_EDITOR`, `NODE_EDITOR`, `SEQUENCE_EDITOR`.

### 4. Add custom properties

```python
class MySettings(bpy.types.PropertyGroup):
    my_bool: bpy.props.BoolProperty(name="Enable", default=False)
    my_float: bpy.props.FloatProperty(name="Factor", default=1.0, min=0.0, max=10.0)
    my_enum: bpy.props.EnumProperty(
        name="Mode",
        items=[('OPT_A', "Option A", ""), ('OPT_B', "Option B", "")],
        default='OPT_A'
    )

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)
```

Access in panels: `context.scene.my_settings.my_bool`.

### 5. Add menu entries and keymaps

```python
class OBJECT_MT_my_menu(bpy.types.Menu):
    bl_label = "My Custom Menu"
    bl_idname = "OBJECT_MT_my_menu"

    def draw(self, context):
        self.layout.operator("object.my_operator", text="Scale Up")
        self.layout.separator()
        self.layout.operator("mesh.primitive_cube_add", text="Add Cube")

# Append to existing menus in register():
#   bpy.types.VIEW3D_MT_object.append(draw_menu_item)
# Remove in unregister():
#   bpy.types.VIEW3D_MT_object.remove(draw_menu_item)

# Keymaps
addon_keymaps = []

def register_keymaps():
    wm = bpy.context.window_manager
    kc = wm.keyconfigs.addon
    if kc:
        km = kc.keymaps.new(name='Object Mode', space_type='EMPTY')
        kmi = km.keymap_items.new("object.my_operator", type='T', value='PRESS', ctrl=True, shift=True)
        addon_keymaps.append((km, kmi))

def unregister_keymaps():
    for km, kmi in addon_keymaps:
        km.keymap_items.remove(kmi)
    addon_keymaps.clear()
```

### 6. Package for distribution

```
my_addon/
├── __init__.py          # bl_info + register/unregister + imports
├── operators.py         # operator classes
├── panels.py            # UI panel classes
├── properties.py        # property group classes
└── utils.py             # helper functions
```

```python
# __init__.py
bl_info = { "name": "My Add-on", "author": "Your Name", "version": (1, 0, 0), "blender": (3, 0, 0), "category": "Object" }

from . import operators, panels, properties
classes = (properties.MySettings, operators.OBJECT_OT_my_operator, panels.VIEW3D_PT_my_panel)

def register():
    for cls in classes:
        bpy.utils.register_class(cls)
    bpy.types.Scene.my_settings = bpy.props.PointerProperty(type=properties.MySettings)

def unregister():
    del bpy.types.Scene.my_settings
    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)
```

Zip the folder and install via Edit > Preferences > Add-ons > Install.

## Examples

### Example 1: Quick FBX export add-on

**User request:** "Create an add-on with a panel button that exports selected objects as FBX"

**Output:** Single-file add-on with `EXPORT_OT_quick_fbx` operator (iterates selected objects, exports each as FBX to a configurable directory), `QuickFBXSettings` property group with `export_path`, and `VIEW3D_PT_quick_fbx` panel with path input and export button showing selected object count.

### Example 2: Batch rename add-on with UI

**User request:** "Create an add-on to batch rename objects with a prefix and auto-numbering"

**Output:** Add-on with `RenameSettings` (prefix, separator enum, start number, padding), `OBJECT_OT_batch_rename` operator that sorts selected objects and applies `prefix + separator + zero-padded number`, and panel showing all settings with a live preview of the naming pattern.

## Guidelines

- Follow the naming convention strictly: `CATEGORY_OT_name` for operators, `CATEGORY_PT_name` for panels, `CATEGORY_MT_name` for menus. Blender enforces this.
- Register classes in dependency order: PropertyGroups first, then Operators, then Panels. Unregister in reverse.
- Always implement `poll()` on operators to prevent errors when context is wrong.
- Use `{'REGISTER', 'UNDO'}` in `bl_options` for operators that modify scene data.
- Clean up everything in `unregister()`: delete custom properties, remove menu entries, clear keymaps.
- Use `bpy.path.abspath()` to resolve `//` relative paths in file path properties.
- For multi-file add-ons, put `bl_info` only in `__init__.py`.
- Test with `blender --background --python addon.py` for registration errors.
- Use `self.report({'INFO'}, "message")` in operators to show status in Blender's status bar.

Files in this skill

  • SKILL.md7.8 KB
  • _scores.json1.2 KB
  • references/REFERENCE.md2 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.