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#import the bpy module to access blender API | |
import bpy | |
#WARNING: this is written and tested for blender 2.79 | |
#blender 2.8 and newer will likely have a different python API | |
#create a property group, this is REALLY needed so that operators | |
#AND the UI can access, display and expose it to the user to change | |
#in here we will have all properties(variables) that is neccessary | |
class CustomPropertyGroup(bpy.types.PropertyGroup): | |
#NOTE: read documentation about 'props' to see them and their keyword arguments | |
#builtin float (variable)property that blender understands | |
float_slider: bpy.props.FloatProperty(name='float value', soft_min=0, soft_max=10) | |
#builtin integer (variable)property | |
int_slider: bpy.props.IntProperty(name='int value', soft_min=0, soft_max=10) | |
#builting boolean (variable)property | |
bool_toggle: bpy.props.BoolProperty(name='bool toggle') | |
#builting string (variable)property | |
string_field: bpy.props.StringProperty(name='string field') | |
#create a panel (class) by deriving from the bpy Panel, this be the UI | |
class CustomToolShelf(bpy.types.Panel): | |
#variable for determining which view this panel will be in | |
bl_space_type = 'VIEW_3D' | |
#this variable tells us where in that view it will be drawn | |
bl_region_type = 'UI' | |
#this variable is a label/name that is displayed to the user | |
bl_label = 'Custom Tool Shelf' | |
#this context variable tells when it will be displayed, edit mode, object mode etc | |
bl_context = 'objectmode' | |
#category is esentially the main UI element, the panels inside it are | |
#collapsible dropdown menus drawn under a category | |
#you can add your own name, or an existing one and it will be drawn accordingly | |
bl_category = 'View' | |
#now we define a draw method, in it we can tell what elements we want to draw | |
#in this new space we created, buttons, toggles etc. | |
def draw(self, context): | |
#shorten the self.layout to just layout for convenience | |
layout = self.layout | |
#add a button to it, which is called an operator, its a little tricky to do it but... | |
#first argument is a string with the operator name to be invoked | |
#in example 'bpy.ops.mesh.primitive_cube_add()' is the function we want to invoke | |
#so we invoke it by name 'mesh.primitive_cube_add' | |
#then the rest are keyword arguments based on documentation | |
#NOTE: for custom operations, you need to define and register an operator with | |
#custom name, and then call it by that custom name as we did here | |
layout.operator('mesh.primitive_cube_add', text = 'Add new cube') | |
#the custom operator that we just made will go here as a new button | |
layout.operator('custom.simple_op', text = 'Simple Op') | |
#add multiple items on the same line, like a column layout, from left to right | |
subrow = layout.row(align=True) | |
#the complex operator will be draw on the left, as a button | |
subrow.operator('custom.complex_op', text = 'Complex Op') | |
#the property will be drawn next to it on the right, as an adjustible slider thing | |
subrow.prop(context.scene.custom_props, 'float_slider') | |
#add a label to the UI | |
layout.label(text="v Testing layout, does nothing bellow this v") | |
#add a new row with multiple elements in a column | |
subrow = layout.row(align=True) | |
#add a toggle | |
subrow.prop(context.scene.custom_props, 'bool_toggle') | |
#add an int slider | |
subrow.prop(context.scene.custom_props, 'int_slider') | |
#add a custom text field in the usual layout | |
layout.prop(context.scene.custom_props, 'string_field') | |
#NOTE: for more layout things see the types.UILayout in the documentation | |
#in order to make a button do custom behavior we need to register and make an operator, a basic | |
#custom operator that does not take any property and just runs is easily made like so | |
class CustomSimpleOperator(bpy.types.Operator): | |
#the id variable by which we can invoke the operator in blender | |
#usually its good practice to have SOMETHING.other_thing as style so we can group | |
#many id's together by SOMETHING and we have less chance of overriding existing op's | |
bl_idname = 'custom.simple_op' | |
#this is the label that essentially is the text displayed on the button | |
bl_label = 'Simple Op' | |
#these are the options for the operator, this one makes it not appear | |
#in the search bar and only accessible by script, useful | |
#NOTE: it's a list of strings in {} braces, see blender documentation on types.operator | |
bl_options = {'INTERNAL'} | |
#this is needed to check if the operator can be executed/invoked | |
#in the current context, useful for some but not for this example | |
@classmethod | |
def poll(cls, context): | |
#check the context here | |
return context.object is not None | |
#this is the cream of the entire operator class, this one's the function that gets | |
#executed when the button is pressed | |
def execute(self, context): | |
#just do the logic here | |
#this is a report, it pops up in the area defined in the word | |
#in curly braces {} which is the first argument, second is the actual displayed text | |
self.report({'INFO'}, "The custom operator actually worked!") | |
#return value tells blender wether the operation finished sueccessfully | |
#needs to be in curly braces also {} | |
return {'FINISHED'} | |
#this is a more complex operator, it will take a property value and | |
#then use it for computation of some kind | |
class CustomComplexOperator(bpy.types.Operator): | |
#add an id to be able to access it | |
bl_idname = 'custom.complex_op' | |
#add label to show up on the button | |
bl_label = 'Complex Op' | |
#make it internal so we can't search for it | |
bl_options={'INTERNAL'} | |
#make it check if it can run in the context | |
@classmethod | |
def poll(cls, context): | |
#check the context here | |
return context.object is not None | |
#here we can define how the operator itself is drawn to the screne | |
#that means we can add toggles, sliders etc and be able to acess their | |
#set values in the code execution | |
#NOTE: this is automaticly done by default, if you have defined it | |
#then it will be used, this gives more control over the layout | |
#def draw(self, context): | |
#TODO: could not get it working so far, would like to make it work on tools shelf | |
#invoke runs before execute, it is useful to (run background tasts???) | |
#run code that sets up or reads values neccessary for script execution | |
#it is a little more involved then a simple operator | |
#NOTE: look at types.operator documentation for more information | |
#def invoke(self, context): | |
#execute method for... executing... this... on call(button press) (after invoke) | |
def execute(self, context): | |
#shorthand to reach properties of self | |
props = self.properties | |
#shorthand to scene | |
scene = context.scene | |
#this sends a report showing the set value of the slider | |
self.report({'INFO'}, "The value of the slider: " + str(scene.custom_props.float_slider)) | |
#return value that tells blender we finished without failure | |
return {'FINISHED'} | |
#this is the addon info for when you choose to install it | |
#NOTE: for more information, see addon tutorial in the documentation | |
bl_info={ | |
"name":"Ui test addon", | |
"category":"tests" | |
} | |
#this function is called on plugin loading(installing), adding class definitions into blender | |
#to be used, drawed and called | |
def register(): | |
#register property group class | |
bpy.utils.register_class(CustomPropertyGroup) | |
#this one especially, it adds the property group class to the scene context (instantiates it) | |
bpy.types.Scene.custom_props = bpy.props.PointerProperty(type=CustomPropertyGroup) | |
#register the classes with the correct function | |
bpy.utils.register_class(CustomSimpleOperator) | |
bpy.utils.register_class(CustomComplexOperator) | |
bpy.utils.register_class(CustomToolShelf) | |
#same as register but backwards, deleting references | |
def unregister(): | |
#delete the custom property pointer | |
#NOTE: this is different from its accessor, as that is a read/write only | |
#to delete this we have to delete its pointer, just like how we added it | |
del bpy.types.Scene.custom_props | |
#now we can continue to unregister classes normally | |
bpy.utils.unregister_class(CustomPropertyGroup) | |
bpy.utils.unregister_class(CustomSimpleOperator) | |
bpy.utils.unregister_class(CustomComplexOperator) | |
bpy.utils.unregister_class(CustomToolShelf) | |
#NOTE: during testing if this addon was installed from a file then that current version | |
#of that file will be copied over to the blender addons directory | |
#if you want to see what changes occour you HAVE TO REINSTALL from the new file for it to register | |
#a quick line to autorun the script from the text editor when we hit 'run script' | |
if __name__ == '__main__': | |
register() |
This is exactly what I have been searching for! Thank you so much for putting this together, it also helped me with with obtaining a better grasp of using the UI elements. Good work!
@sirdavid32 Works like a charm even in Blender 2.82. Really good template to learn how it works. :) To all who want to see an image: https://imgur.com/a/y5dmeGP
Awesome! Thank you for sharing!
Thank you for this. I've been searching for hours trying to find this information in an understandable format. Very nicely done.
I have one question ? How can I add float_slider to change transperency in material for example.
principledBDSF.inputs[18].default_value = 1
what I should write to get value from float slider and put it instead of 1
Greets
kickass! I've been adding gists as I go as well, thanks for this one
I would love a 2.81 template. Is it possible? Pretty please?