skills/blender-addon-dev/SKILL.md
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.
npx skillsauth add tusosos/manus-knowledge-base blender-addon-devInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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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.
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()
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.
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.
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.
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()
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
# __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.
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.
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.
CATEGORY_OT_name for operators, CATEGORY_PT_name for panels, CATEGORY_MT_name for menus. Blender enforces this.poll() on operators to prevent errors when context is wrong.{'REGISTER', 'UNDO'} in bl_options for operators that modify scene data.unregister(): delete custom properties, remove menu entries, clear keymaps.bpy.path.abspath() to resolve // relative paths in file path properties.bl_info only in __init__.py.blender --background --python addon.py for registration errors.self.report({'INFO'}, "message") in operators to show status in Blender's status bar.tools
Download video and audio from YouTube and other platforms with yt-dlp. Use when a user asks to download YouTube videos, extract audio from videos, download playlists, get subtitles, download specific formats or qualities, batch download, archive channels, extract metadata, embed thumbnails, download from social media platforms (Twitter, Instagram, TikTok), or build media ingestion pipelines. Covers format selection, audio extraction, playlists, subtitles, metadata, and automation.
development
Download YouTube videos with customizable quality and format options. Use this skill when the user asks to download, save, or grab YouTube videos. Supports various quality settings (best, 1080p, 720p, 480p, 360p), multiple formats (mp4, webm, mkv), and audio-only downloads as MP3.
development
Use this skill any time a spreadsheet file is the primary input or output. This means any task where the user wants to: open, read, edit, or fix an existing .xlsx, .xlsm, .csv, or .tsv file (e.g., adding columns, computing formulas, formatting, charting, cleaning messy data); create a new spreadsheet from scratch or from other data sources; or convert between tabular file formats. Trigger especially when the user references a spreadsheet file by name or path — even casually (like "the xlsx in my downloads") — and wants something done to it or produced from it. Also trigger for cleaning or restructuring messy tabular data files (malformed rows, misplaced headers, junk data) into proper spreadsheets. The deliverable must be a spreadsheet file. Do NOT trigger when the primary deliverable is a Word document, HTML report, standalone Python script, database pipeline, or Google Sheets API integration, even if tabular data is involved.
development
Use when you have a spec or requirements for a multi-step task, before touching code