blender-addon-dev
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.
Works with
Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
---
name: "blender-addon-dev"
description: "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."
license: "Apache-2.0"
---
# 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.More General & Other skills
find-skills
vercel-labs/skills
Helps users discover and install agent skills when they ask questions like "how do I do X", "find a skill for X", "is there a skill that can...", or express interest in extending capabilities. This skill should be used when the user is looking for functionality that might exist as an installable skill.
grill-me
mattpocock/skills
A relentless interview to sharpen a plan or design.
grill-with-docs
mattpocock/skills
A relentless interview to sharpen a plan or design, which also creates docs (ADR's and glossary) as we go.

