Blender 4.1: Python API¶
Python 3.11¶
Python has been upgraded to version 3.11, matching the VFX platform 2024.
Enum ID Properties¶
Support for enum items has been added to integer properties. 92cf9dd2f2
There is no support yet for editing enum items through the UI (see commit message for technical reasons).
Enum items can be added to an integer property using the
id_properties_ui
python method. The as_dict
method can be used to retrieve a list of
enum items of a property.
my_object["my_prop"] = 2
ui_data = my_object.id_properties_ui("my_prop")
ui_data.update(items=[
("TOMATOES", "Tomatoes", "Solanum lycopersicum"),
("CUCUMBERS", "Cucumbers", "Cucumis sativus"),
("RADISHES", "Radishes", "Raphanus raphanistrum"),
])
print(ui_data.as_dict())
The existing conveniency wrapper function supports it as well:
from rna_prop_ui import rna_idprop_ui_create
rna_idprop_ui_create(my_object, "my_prop", default=2, items=[
("TOMATOES", "Tomatoes", "Solanum lycopersicum"),
("CUCUMBERS", "Cucumbers", "Cucumis sativus"),
("RADISHES", "Radishes", "Raphanus raphanistrum"),
])
Int properties with enum items are shown as a dropdown button in the UI.
Layout Panels¶
Blender has new so called "layout panels".
These panels are defined inside of draw
functions and don't require extra registration.
This significantly reduces the amount of code required to create collapsable sections in a panel.
(f824476bd5,
8896446f7e,
ddd06eeb8f)
import bpy
from bpy.props import BoolProperty
class LayoutDemoPanel(bpy.types.Panel):
bl_label = "Layout Panel Demo"
bl_idname = "SCENE_PT_layout_panel"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
def draw(self, context):
layout = self.layout
scene = context.scene
layout.label(text="Before")
header, panel = layout.panel("my_panel_id", default_closed=False)
header.label(text="Hello World")
if panel:
panel.label(text="Success")
header, panel = layout.panel_prop(scene, "show_demo_panel")
header.label(text="My Panel")
if panel:
panel.prop(scene, "frame_start")
panel.prop(scene, "frame_end")
layout.label(text="After")
bpy.utils.register_class(LayoutDemoPanel)
bpy.types.Scene.show_demo_panel = BoolProperty(default=False)
Breaking Changes¶
Foreach¶
foreach_get
andforeach_set
have been optimized for cases where internal storage is 8, 16 or 64 bit. (PR#115761)foreach_set
now performs more accurate bounds checks, and raises aTypeError
in cases where the value was previously silently written incorrectly.
Light Probes¶
- The Lightprobe type items have been renamed. It affects
bpy.types.LightProbe.type
,bpy.types.BlendDataProbes.new()
andbpy.ops.object.lightprobe_add()
.CUBEMAP
->SPHERE
PLANAR
->PLANE
GRID
->VOLUME
show_data
has been deprecated. Useuse_data_display
instead.- Each
LightProbe
now has its owndata_display_size
property.
Mesh¶
- Sculpt mask values are stored in a generic attribute
(f2bcd73bd2).
- The name is ".sculpt_mask", with the
FLOAT
type. - Accessing, adding, and removing masks is done in a simpler way:
- The
Mesh.vertex_paint_mask
property returns the attribute directly, rather than a collection. - The
Mesh.vertex_paint_mask_ensure()
andMesh.vertex_paint_mask_remove()
functions add and remove the attribute.
- The
- The name is ".sculpt_mask", with the
- The
Mesh
auto_smooth
property has been replaced by a modifier node group asset (89e3ba4e25).use_auto_smooth
is removed. Face corner normals are now used automatically if there are mixed smooth vs. not smooth tags. Meshes now always use custom normals if they exist.auto_smooth_angle
is removed. Replaced by a modifier (or operator) controlling the"sharp_edge"
attribute. This means the mesh itself (without an object) doesn't know anything about automatically smoothing by angle anymore.create_normals_split
,calc_normals_split
, andfree_normals_split
are removed, and are replaced by the simplerMesh.corner_normals
collection property. Since it gives access to the normals cache, it is automatically updated when relevant data changes.MeshLoop.normal
is now a read-only property. Custom normals should be created bynormals_split_custom_set
ornormals_split_custom_set_from_vertices
.
Material¶
- The
displacement_method
property has moved fromcycles.properties.CyclesMaterialSettings
tobpy.types.Material
a001cf9f2b
Sequencer¶
- Strip transform filter type
SUBSAMPLING_3x3
was renamed toBOX
.
It affectsbpy.types.SequenceTransform.filter
. (PR#117584)
View Layer¶
- Add
Scene.view_layers.move()
method to reorder view layers. (PR#117037)
Nodes¶
- Some nodes (e.g.
Store Named Attribute
) use dynamic socket types now instead of having all socket types exist at the same time. This means that doing something likenode.outputs[some_index]
does not work the same for those nodes anymore. Instead usenode.outputs[some_socket_identifier]
which is more reliable. (8149678d5e)
Grease Pencil Brushes¶
- The property
brush.gpencil_settings.direction
has been replaced bybrush.direction
. (998514af7b)
Additions¶
- Add
Preferences.filepaths.asset_libraries.new/remove
methods (0061f2f650) - Add
ID.session_uid
read-only property (c68b22cfdf) - Add
NodesModifierBake.bake_id
read-only property (7149424087) - Add
NodesModifierBake.node
read-only property (65b722bc30) - Add
bpy.app.handlers.translation_update_post
update handler that runs when translations change (8564e03cdf) - Add optional "frame" & "tile_index" arguments to
Image.scale()
(3d60209d3d) - Add
ShapeKey.points
property (7d77caab9b) - Add access to ordering of links in multi-input socket (8f36281787)
Shape Key Locks¶
Shape Keys can now be locked by the user to prevent accidental edits in sculpt and edit mode (b350d7a4c3). Add-ons that implement operators that transform the active shape without topology changes, or invoke other built-in operators that already perform the check, may consider adding these checks to their own code.
Built-in operator examples:
mesh.vertices_smooth
does the check, because it transforms the active shape.mesh.subdivide
doesn't check, because it changes topology.object.transform_apply
doesn't check, because it applies the same transformation to all shapes (the active shape key choice doesn't matter).mesh.polybuild_extrude_at_cursor_move
checks, because internally it invokes another operator that does the check.
Example of implementing the check: