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diff --git a/doc/python_api/rst/info_tutorial_addon.rst b/doc/python_api/rst/info_tutorial_addon.rst new file mode 100644 index 00000000000..2a101041227 --- /dev/null +++ b/doc/python_api/rst/info_tutorial_addon.rst @@ -0,0 +1,645 @@ + +Addon Tutorial +############## + +************ +Introduction +************ + + +Intended Audience +================= + +This tutorial is designed to help technical artists or developers learn to extend Blender. +An understanding of the basics of Python is expected for those working through this tutorial. + + +Prerequisites +------------- + +Before going through the tutorial you should... + +* Familiarity with the basics of working in Blender. + +* Know how to run a script in Blender's text editor (as documented in the quick-start) + +* Have an understanding of Python primitive types (int, boolean, string, list, tuple, dictionary, and set). + +* Be familiar with the concept of Python modules. + +* Basic understanding of classes (object orientation) in Python. + + +Suggested reading before starting this tutorial. + +* `Dive Into Python <http://getpython3.com/diveintopython3/index.html>`_ sections (1, 2, 3, 4, and 7). +* :ref:`Blender API Quickstart <info_quickstart>` + to help become familiar with Blender/Python basics. + + +To best troubleshoot any error message Python prints while writing scripts you run blender with from a terminal, +see :ref:`Use The Terminal <use_the_terminal>`. + +Documentation Links +=================== + +While going through the tutorial you may want to look into our reference documentation. + +* :ref:`Blender API Overview <info_overview>`. - + *This document is rather detailed but helpful if you want to know more on a topic.* + +* :mod:`bpy.context` api reference. - + *Handy to have a list of available items your script may operate on.* + +* :class:`bpy.types.Operator`. - + *The following addons define operators, these docs give details and more examples of operators.* + + +****** +Addons +****** + + +What is an Addon? +================= + +An addon is simply a Python module with some additional requirements so Blender can display it in a list with useful +information. + +To give an example, here is the simplest possible addon. + + +.. code-block:: python + + bl_info = {"name": "My Test Addon", "category": "Object"} + def register(): + print("Hello World") + def unregister(): + print("Goodbye World") + + +* ``bl_info`` is a dictionary containing addon meta-data such as the title, version and author to be displayed in the + user preferences addon list. +* ``register`` is a function which only runs when enabling the addon, this means the module can be loaded without + activating the addon. +* ``unregister`` is a function to unload anything setup by ``register``, this is called when the addon is disabled. + + + +Notice this addon does not do anything related to Blender, (the :mod:`bpy` module is not imported for example). + +This is a contrived example of an addon that serves to illustrate the point +that the base requirements of an addon are simple. + +An addon will typically register operators, panels, menu items etc, but its worth noting that _any_ script can do this, +when executed from the text editor or even the interactive console - there is nothing inherently different about an +addon that allows it to integrate with Blender, such functionality is just provided by the :mod:`bpy` module for any +script to access. + +So an addon is just a way to encapsulate a Python module in a way a user can easily utilize. + +.. note:: + + Running this script within the text editor won't print anything, + to see the output it must be installed through the user preferences. + Messages will be printed when enabling and disabling. + + +Your First Addon +================ + +The simplest possible addon above was useful as an example but not much else. +This next addon is simple but shows how to integrate a script into Blender using an ``Operator`` +which is the typical way to define a tool accessed from menus, buttons and keyboard shortcuts. + +For the first example we'll make a script that simply moves all objects in a scene. + + +Write The Script +---------------- + +Add the following script to the text editor in Blender. + +.. code-block:: python + + import bpy + + scene = bpy.context.scene + for obj in scene.objects: + obj.location.x += 1.0 + + +.. image:: run_script.png + :width: 924px + :align: center + :height: 574px + :alt: Run Script button + +Click the Run Script button, all objects in the active scene are moved by 1.0 Blender unit. +Next we'll make this script into an addon. + + +Write the Addon (Simple) +------------------------ + +This addon takes the body of the script above, and adds them to an operator's ``execute()`` function. + + +.. code-block:: python + + bl_info = { + "name": "Move X Axis", + "category": "Object", + } + + import bpy + + + class ObjectMoveX(bpy.types.Operator): + """My Object Moving Script""" # blender will use this as a tooltip for menu items and buttons. + bl_idname = "object.move_x" # unique identifier for buttons and menu items to reference. + bl_label = "Move X by One" # display name in the interface. + bl_options = {'REGISTER', 'UNDO'} # enable undo for the operator. + + def execute(self, context): # execute() is called by blender when running the operator. + + # The original script + scene = context.scene + for obj in scene.objects: + obj.location.x += 1.0 + + return {'FINISHED'} # this lets blender know the operator finished successfully. + + def register(): + bpy.utils.register_class(ObjectMoveX) + + + def unregister(): + bpy.utils.unregister_class(ObjectMoveX) + + + # This allows you to run the script directly from blenders text editor + # to test the addon without having to install it. + if __name__ == "__main__": + register() + + +.. note:: ``bl_info`` is split across multiple lines, this is just a style convention used to more easily add items. + +.. note:: Rather than using ``bpy.context.scene``, we use the ``context.scene`` argument passed to ``execute()``. + In most cases these will be the same however in some cases operators will be passed a custom context + so script authors should prefer the ``context`` argument passed to operators. + + +To test the script you can copy and paste this into Blender text editor and run it, this will execute the script +directly and call register immediately. + +However running the script wont move any objects, for this you need to execute the newly registered operator. + +.. image:: spacebar.png + :width: 924px + :align: center + :height: 574px + :alt: Spacebar + +Do this by pressing ``SpaceBar`` to bring up the operator search dialog and type in "Move X by One" (the ``bl_label``), +then press ``Enter``. + + + +The objects should move as before. + +*Keep this addon open in Blender for the next step - Installing.* + +Install The Addon +----------------- + +Once you have your addon within in Blender's text editor, you will want to be able to install it so it can be enabled in +the user preferences to load on startup. + +Even though the addon above is a test, lets go through the steps anyway so you know how to do it for later. + +To install the Blender text as an addon you will first have to save it to disk, take care to obey the naming +restrictions that apply to Python modules and end with a ``.py`` extension. + +Once the file is on disk, you can install it as you would for an addon downloaded online. + +Open the user **File -> User Preferences**, Select the **Addon** section, press **Install Addon...** and select the file. + +Now the addon will be listed and you can enable it by pressing the check-box, if you want it to be enabled on restart, +press **Save as Default**. + +.. note:: + + The destination of the addon depends on your Blender configuration. + When installing an addon the source and destination path are printed in the console. + You can also find addon path locations by running this in the Python console. + + .. code-block:: python + + import addon_utils + print(addon_utils.paths()) + + More is written on this topic here: + `Directory Layout <http://wiki.blender.org/index.php/Doc:2.6/Manual/Introduction/Installing_Blender/DirectoryLayout>`_ + + +Your Second Addon +================= + +For our second addon, we will focus on object instancing - this is - to make linked copies of an object in a +similar way to what you may have seen with the array modifier. + + +Write The Script +---------------- + +As before, first we will start with a script, develop it, then convert into an addon. + +.. code-block:: python + + import bpy + from bpy import context + + # Get the current scene + scene = context.scene + + # Get the 3D cursor + cursor = scene.cursor_location + + # Get the active object (assume we have one) + obj = scene.objects.active + + # Now make a copy of the object + obj_new = obj.copy() + + # The object won't automatically get into a new scene + scene.objects.link(obj_new) + + # Now we can place the object + obj_new.location = cursor + + +Now try copy this script into Blender and run it on the default cube. +Make sure you click to move the 3D cursor before running as the duplicate will appear at the cursor's location. + + +... go off and test ... + + +After running, notice that when you go into edit-mode to change the cube - all of the copies change, +in Blender this is known as *Linked-Duplicates*. + + +Next, we're going to do this in a loop, to make an array of objects between the active object and the cursor. + + +.. code-block:: python + + import bpy + from bpy import context + + scene = context.scene + cursor = scene.cursor_location + obj = scene.objects.active + + # Use a fixed value for now, eventually make this user adjustable + total = 10 + + # Add 'total' objects into the scene + for i in range(total): + obj_new = obj.copy() + scene.objects.link(obj_new) + + # Now place the object in between the cursor + # and the active object based on 'i' + factor = i / total + obj_new.location = (obj.location * factor) + (cursor * (1.0 - factor)) + + +Try run this script with with the active object and the cursor spaced apart to see the result. + +With this script you'll notice we're doing some math with the object location and cursor, this works because both are +3D :class:`mathutils.Vector` instances, a convenient class provided by the :mod:`mathutils` module and +allows vectors to be multiplied by numbers and matrices. + +If you are interested in this area, read into :class:`mathutils.Vector` - there are many handy utility functions +such as getting the angle between vectors, cross product, dot products +as well as more advanced functions in :mod:`mathutils.geometry` such as bezier spline interpolation and +ray-triangle intersection. + +For now we'll focus on making this script an addon, but its good to know that this 3D math module is available and +can help you with more advanced functionality later on. + + +Write the Addon +--------------- + +The first step is to convert the script as-is into an addon. + + +.. code-block:: python + + bl_info = { + "name": "Cursor Array", + "category": "Object", + } + + import bpy + + + class ObjectCursorArray(bpy.types.Operator): + """Object Cursor Array""" + bl_idname = "object.cursor_array" + bl_label = "Cursor Array" + bl_options = {'REGISTER', 'UNDO'} + + def execute(self, context): + scene = context.scene + cursor = scene.cursor_location + obj = scene.objects.active + + total = 10 + + for i in range(total): + obj_new = obj.copy() + scene.objects.link(obj_new) + + factor = i / total + obj_new.location = (obj.location * factor) + (cursor * (1.0 - factor)) + + return {'FINISHED'} + + def register(): + bpy.utils.register_class(ObjectCursorArray) + + + def unregister(): + bpy.utils.unregister_class(ObjectCursorArray) + + + if __name__ == "__main__": + register() + + +Everything here has been covered in the previous steps, you may want to try run the addon still +and consider what could be done to make it more useful. + + +... go off and test ... + + +The two of the most obvious missing things are - having the total fixed at 10, and having to access the operator from +space-bar is not very convenient. + +Both these additions are explained next, with the final script afterwards. + + +Operator Property +^^^^^^^^^^^^^^^^^ + +There are a variety of property types that are used for tool settings, common property types include: +int, float, vector, color, boolean and string. + +These properties are handled differently to typical Python class attributes +because Blender needs to be display them in the interface, +store their settings in key-maps and keep settings for re-use. + +While this is handled in a fairly Pythonic way, be mindful that you are in fact defining tool settings that +are loaded into Blender and accessed by other parts of Blender, outside of Python. + + +To get rid of the literal 10 for `total`, we'll us an operator property. +Operator properties are defined via bpy.props module, this is added to the class body. + +.. code-block:: python + + # moved assignment from execute() to the body of the class... + total = bpy.props.IntProperty(name="Steps", default=2, min=1, max=100) + + # and this is accessed on the class + # instance within the execute() function as... + self.total + + +These properties from :mod:`bpy.props` are handled specially by Blender when the class is registered +so they display as buttons in the user interface. +There are many arguments you can pass to properties to set limits, change the default and display a tooltip. + +.. seealso:: :mod:`bpy.props.IntProperty` + +This document doesn't go into details about using other property types, +however the link above includes examples of more advanced property usage. + + +Menu Item +^^^^^^^^^ + +Addons can add to the user interface of existing panels, headers and menus defined in Python. + +For this example we'll add to an existing menu. + +.. image:: menu_id.png + :width: 334px + :align: center + :height: 128px + :alt: Menu Identifier + +To find the identifier of a menu you can hover your mouse over the menu item and the identifier is displayed. + +The method used for adding a menu item is to append a draw function into an existing class. + + +.. code-block:: python + + def menu_func(self, context): + self.layout.operator(ObjectCursorArray.bl_idname) + + def register(): + bpy.types.VIEW3D_MT_object.append(menu_func) + + +For docs on extending menus see: :doc:`bpy.types.Menu`. + + +Keymap +^^^^^^ + +In Blender addons have their own key-maps so as not to interfere with Blenders built in key-maps. + +In the example below, a new object-mode :class:`bpy.types.KeyMap` is added, +then a :class:`bpy.types.KeyMapItem` is added to the key-map which references our newly added operator, +using :kbd:`Ctrl-Shift-Space` as the key shortcut to activate it. + + +.. code-block:: python + + # store keymaps here to access after registration + addon_keymaps = [] + + def register(): + + # handle the keymap + wm = bpy.context.window_manager + km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY') + + kmi = km.keymap_items.new(ObjectCursorArray.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True) + kmi.properties.total = 4 + + addon_keymaps.append(km) + + + def unregister(): + + # handle the keymap + wm = bpy.context.window_manager + for km in addon_keymaps: + wm.keyconfigs.addon.keymaps.remove(km) + # clear the list + addon_keymaps.clear() + + +Notice how the key-map item can have a different ``total`` setting then the default set by the operator, +this allows you to have multiple keys accessing the same operator with different settings. + + +.. note:: + + While :kbd:`Ctrl-Shift-Space` isn't a default Blender key shortcut, its hard to make sure addons won't + overwrite each others keymaps, At least take care when assigning keys that they don't + conflict with important functionality within Blender. + +For API documentation on the functions listed above, see: +:class:`bpy.types.KeyMaps.new`, +:class:`bpy.types.KeyMap`, +:class:`bpy.types.KeyMapItems.new`, +:class:`bpy.types.KeyMapItem`. + + +Bringing it all together +^^^^^^^^^^^^^^^^^^^^^^^^ + +.. code-block:: python + + bl_info = { + "name": "Cursor Array", + "category": "Object", + } + + import bpy + + + class ObjectCursorArray(bpy.types.Operator): + """Object Cursor Array""" + bl_idname = "object.cursor_array" + bl_label = "Cursor Array" + bl_options = {'REGISTER', 'UNDO'} + + total = bpy.props.IntProperty(name="Steps", default=2, min=1, max=100) + + def execute(self, context): + scene = context.scene + cursor = scene.cursor_location + obj = scene.objects.active + + for i in range(self.total): + obj_new = obj.copy() + scene.objects.link(obj_new) + + factor = i / self.total + obj_new.location = (obj.location * factor) + (cursor * (1.0 - factor)) + + return {'FINISHED'} + + + def menu_func(self, context): + self.layout.operator(ObjectCursorArray.bl_idname) + + # store keymaps here to access after registration + addon_keymaps = [] + + + def register(): + bpy.utils.register_class(ObjectCursorArray) + bpy.types.VIEW3D_MT_object.append(menu_func) + + # handle the keymap + wm = bpy.context.window_manager + km = wm.keyconfigs.addon.keymaps.new(name='Object Mode', space_type='EMPTY') + kmi = km.keymap_items.new(ObjectCursorArray.bl_idname, 'SPACE', 'PRESS', ctrl=True, shift=True) + kmi.properties.total = 4 + addon_keymaps.append(km) + + def unregister(): + bpy.utils.unregister_class(ObjectCursorArray) + bpy.types.VIEW3D_MT_object.remove(menu_func) + + # handle the keymap + wm = bpy.context.window_manager + for km in addon_keymaps: + wm.keyconfigs.addon.keymaps.remove(km) + # clear the list + del addon_keymaps[:] + + + if __name__ == "__main__": + register() + +.. image:: in_menu.png + :width: 591px + :align: center + :height: 649px + :alt: In the menu + +Run the script (or save it and add it through the Preferences like before) and it will appear in the menu. + +.. image:: op_prop.png + :width: 669px + :align: center + :height: 644px + :alt: Operator Property + +After selecting it from the menu, you can choose how many instance of the cube you want created. + + +.. note:: + + Directly executing the script multiple times will add the menu each time too. + While not useful behavior, theres nothing to worry about since addons won't register them selves multiple + times when enabled through the user preferences. + + +Conclusions +=========== + +Addons can encapsulate certain functionality neatly for writing tools to improve your work-flow or for writing utilities +for others to use. + +While there are limits to what Python can do within Blender, there is certainly a lot that can be achieved without +having to dive into Blender's C/C++ code. + +The example given in the tutorial is limited, but shows the Blender API used for common tasks that you can expand on +to write your own tools. + + +Further Reading +--------------- + +Blender comes commented templates which are accessible from the text editor header, if you have specific areas +you want to see example code for, this is a good place to start. + + +Here are some sites you might like to check on after completing this tutorial. + +* :ref:`Blender/Python API Overview <info_overview>` - + *For more background details on Blender/Python integration.* + +* `How to Think Like a Computer Scientist <http://interactivepython.org/courselib/static/thinkcspy/index.html>`_ - + *Great info for those who are still learning Python.* + +* `Blender Development (Wiki) <http://wiki.blender.org/index.php/Dev:Contents>`_ - + *Blender Development, general information and helpful links.* + +* `Blender Artists (Coding Section) <http://blenderartists.org/forum/forumdisplay.php?47-Coding>`_ - + *forum where people ask Python development questions* + |