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EL4CTEO

Blender Addon Development skill

Write Blender 5.2 add-ons as extensions - blender_manifest.toml, operators/panels/menus/property groups/preferences, bpy.props rules after 5.0, undo/redo, modal and timer patterns, gpu drawing (no bgl), bundling Python wheels, CLI validate/build/install, testing headless, extensions platform publishing. Use when creating or fixing a Blender add-on, tool, or UI.

$npx skills add EL4CTEO/blender-skills --skill blender-addon-development
View this skill on GitHubEL4CTEO/blender-skills/skills/blender-addon-development/SKILL.md
Pack stars
952
Pack installs
9.6k
Alyn Score
62/99
Updated
3 days ago
License
MIT
– views – installs via Alyn

Install Blender Addon Development

Pick your agent. Every command is ready to paste.

$npx skills add EL4CTEO/blender-skills --skill blender-addon-development

The open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.

01

Install it

Run the command above, or upload the folder in Claude.

02

Ask naturally

Describe the task. Your agent loads blender-addon-development when the request matches its description.

03

Name it if needed

If it does not trigger, say “use the blender-addon-development skill”. In Codex, type $blender-addon-development.

The skill itself

SKILL.md

FolderGitHub

Add-on (Extension) Development

The execution model is in blender-core. Start from assets/addon_template/ (validated, built, and registered in CI): blender_manifest.toml, __init__.py, operators.py, ui.py.

Procedure

  1. Copy the template, then set id (lowercase_underscores, permanent), name, tagline (no trailing period, ≤ 64 chars), maintainer, version (semver), license (SPDX, GPL-3.0-or-later for code using bpy), and blender_version_min = "4.2.0" or higher if you use newer APIs (e.g. "5.2.0" for the GN properties.inputs API).
  2. Write classes with the prefix convention MYTOOL_OT_x (operator), _PT_ (panel), _MT_ (menu), _PG_ (property group), _AP_ (preferences), _UL_ (UI list). bl_idname for operators is my_tool.verb_noun.
  3. Validate and build:
    blender --command extension validate ./my_tool
    blender --command extension build --source-dir ./my_tool --output-dir ./dist
    blender --command extension install-file -r user_default -e ./dist/my_tool-1.0.0.zip
    
  4. Test headless: register the package in-process, call operators with temp_override, and assert on data (see tests/test_addon.py in this repo).

Rules (extension-era, 5.x)

  • Relative imports only (from . import ops). The package name is decided by Blender, so preferences use bl_idname = __package__.
  • No bl_info (it's ignored for extensions). Everything goes in the manifest.
  • No network or file access at import/register time. Declare [permissions] (files, network, clipboard, camera, microphone) with a reason. Check bpy.app.online_access before any network call.
  • Third-party Python packages: ship .whl files in ./wheels/ and list them under wheels = [...]. Never pip install at runtime. Platform-specific wheels require platforms = [...].
  • Properties (5.0+): bpy.props values are attributes, not dict entries (scene["my_prop"] no longer reaches them). For read-only props use options={'READ_ONLY'}. get_transform/set_transform adapt values while keeping storage. Register with PointerProperty(type=PG) on an ID type, and del it on unregister.
  • Operators: bl_options={"REGISTER","UNDO"} for undo plus a redo panel. poll() guards the context. Return {"FINISHED"}/{"CANCELLED"}. self.report({"WARNING"}, msg) for user feedback. Don't call other operators in loops if a data API exists.
  • UI: layout.use_property_split = True gives modern alignment. Panels in the N-panel use bl_region_type="UI" + bl_category. Append menu entries with VIEW3D_MT_*.append(func) and remove them on unregister.
  • Unregister everything in reverse order (classes, props, menus, handlers, timers, keymaps, draw handlers). Leaks break reloading.
  • Drawing (overlays): gpu module + gpu_extras.batch. bgl was removed in 5.0. Textures come from gpu.texture.from_image(img). For scene-linear images use draw_texture_2d(..., is_scene_linear_with_rec709_srgb_target=True).
  • Long tasks: a modal operator with a timer (wm.event_timer_add), or bpy.app.timers.register with chunked work. Never block the UI for seconds.
  • Handlers: decorate persistent ones with @bpy.app.handlers.persistent. Keep them cheap (they run every frame/depsgraph update).
  • Keymaps: add them to wm.keyconfigs.addon, store (km, kmi) pairs, and remove them on unregister.
  • Translations / i18n: bpy.app.translations.register(__package__, dict).

Publishing (extensions.blender.org)

The Blender ID account uploads the built zip. Requirements: a valid manifest, a GPL-compatible license, no obfuscated code, no bundled binaries without source, and permissions declared. Screenshots/README go on the website listing. Update with a higher version.

Gotchas

  • context.scene inside a draw function can be None in some editors. Guard it.
  • Storing Blender data references (bpy.types.ID) in Python globals crashes after undo or file load. Store names or session_uid, and look them up again.
  • bpy.utils.register_class fails if annotations use = instead of : for properties.
  • 5.0 made several bundled modules private (rna_info, bl_ui_utils...). Don't import them.
  • 5.1 no longer loads the user site-packages by default. Bundle wheels instead of relying on user installs.
  • 5.2: PreferencesFilePaths.active_asset_library indices are offset (the "All"/"Essentials" entries come first). UILayout.template_palette(color=) is removed. New: UILayout.link, UILayout.textbox, bpy.data.all_ids, Window.screenshot.

Tips for Blender Addon Development

  • • Start a fresh session after installing so your agent picks up the new skill.
  • • This skill ships scripts. Read them before the first run, and run it in a project without secrets first.
  • • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
  • • It is part of a pack with 28 skills. Install only the ones you need with --skill to keep triggers precise.
  • • If two skills overlap, mention the one you want by name.

Questions about Blender Addon Development

What does the Blender Addon Development skill do?

Write Blender 5.2 add-ons as extensions - blender_manifest.toml, operators/panels/menus/property groups/preferences, bpy.props rules after 5.0, undo/redo, modal and timer patterns, gpu drawing (no bgl), bundling Python wheels, CLI validate/build/install, testing headless, extensions platform publishing. Use when creating or fixing a Blender add-on, tool, or UI.

How do I install Blender Addon Development?

Run "npx skills add EL4CTEO/blender-skills --skill blender-addon-development" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.

Does Blender Addon Development work in Cursor and Codex?

Yes. Blender Addon Development uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.

Is Blender Addon Development free?

Blender Addon Development is open source on GitHub under the MIT license. It is free to install; check the license before commercial use.

Who made Blender Addon Development?

Blender Addon Development is published by EL4CTEO in the EL4CTEO/blender-skills repository, together with 27 other skills.

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