Install
$ agentstack add skill-impertio-studio-blender-bonsai-ifcopenshell-sverchok-claude-skill-package-blender-core-runtime ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
blender-core-runtime
Quick Reference
Critical Warnings
NEVER call ANY bpy API from a background thread — Blender's C/C++ core is NOT thread-safe. Crashes are immediate and unrecoverable.
NEVER store bpy.data references (objects, meshes, materials) across undo/redo boundaries — undo rebuilds the entire data model, invalidating ALL Python pointers.
NEVER omit @persistent on handlers in addons — without it, handlers are silently removed on file load.
NEVER do heavy computation inside bpy.app.timers callbacks — they run on the main thread and freeze the UI.
NEVER use matrix1 * matrix2 for matrix multiplication — the * operator is element-wise. ALWAYS use @ operator.
NEVER use bgl module in Blender 5.0+ — fully removed. Use gpu module.
ALWAYS call kd.balance() after inserting all points into a KDTree — queries return incorrect results without it.
ALWAYS pass depsgraph to BVHTree.FromObject() — missing depsgraph skips modifiers and evaluated mesh.
ALWAYS remove handlers in your addon's unregister() function — handlers accumulate on addon reload.
Decision Tree: Thread-Safe Execution
Need to run code from a worker thread?
├── Is it a bpy.data read/write? ──────── YES → Queue it via bpy.app.timers
├── Is it pure Python / mathutils? ────── YES → Safe to run in thread
├── Does it call bpy.ops.*? ───────────── YES → Queue it via bpy.app.timers
└── Does it use bpy.context? ──────────── YES → Queue it via bpy.app.timers
Decision Tree: Choosing a Spatial Query Structure
What do you need?
├── Nearest points (vertex/position queries) ──── Use KDTree
│ ├── find() → single nearest
│ ├── find_n() → N nearest
│ └── find_range() → all within radius
├── Ray casting / surface intersection ─────────── Use BVHTree
│ ├── ray_cast() → ray-surface intersection
│ ├── find_nearest() → closest point on surface
│ └── overlap() → two-mesh intersection
└── Simple distance between two points ─────────── Use Vector math
└── (v1 - v2).length_squared for comparisons
Decision Tree: Event Subscription
What kind of event?
├── Property changed on specific object ──── bpy.msgbus.subscribe_rna()
├── File load/save ───────────────────────── bpy.app.handlers.load_post / save_pre
├── Undo/Redo ────────────────────────────── bpy.app.handlers.undo_post / redo_post
├── Frame change (animation) ─────────────── bpy.app.handlers.frame_change_post
├── Depsgraph update ─────────────────────── bpy.app.handlers.depsgraph_update_post
├── Deferred one-shot execution ──────────── bpy.app.timers (return None)
└── Periodic polling ─────────────────────── bpy.app.timers (return float)
Essential Patterns
Pattern 1: mathutils Core Types
All types available in ALL versions (3.x/4.x/5.x). Import from mathutils.
from mathutils import Vector, Matrix, Quaternion, Euler
| Type | Purpose | Key Operations | |------|---------|----------------| | Vector | 2D/3D/4D point/direction | +, -, * (scalar), @ (matrix), .dot(), .cross(), .normalized(), .lerp() | | Matrix | 4x4 transformation | @ (multiply), .decompose(), .inverted(), .Translation(), .Rotation() | | Quaternion | Rotation (no gimbal lock) | @ (combine), .slerp(), .to_euler(), .to_matrix() | | Euler | Rotation with order (XYZ, etc.) | .to_quaternion(), .to_matrix(), .make_compatible() |
Matrix multiplication order (right-to-left application):
# Blender 3.x/4.x/5.x: Scale → Rotate → Translate
transform = translation_matrix @ rotation_matrix @ scale_matrix
point_transformed = transform @ point_vector
Pattern 2: Thread-Safe bpy Access
# Blender 3.x/4.x/5.x: CORRECT thread-safe pattern
import threading, queue, bpy
execution_queue = queue.Queue()
def run_in_main_thread(fn):
execution_queue.put(fn)
def _process_queue():
while not execution_queue.empty():
execution_queue.get()()
return 0.1 # Reschedule every 100ms
bpy.app.timers.register(_process_queue)
# Worker thread schedules bpy calls safely
def worker():
import time
time.sleep(2) # Simulate work
run_in_main_thread(lambda: setattr(
bpy.data.objects["Cube"].location, 'x', 5.0))
threading.Thread(target=worker, daemon=True).start()
Pattern 3: Safe Reference Handling (Undo-Proof)
# Blender 3.x/4.x/5.x: ALWAYS store names, NEVER store bpy references
obj_name = bpy.context.active_object.name # Store name
# ... undo may happen here ...
obj = bpy.data.objects.get(obj_name) # Re-fetch by name
if obj is None:
raise RuntimeError(f"Object '{obj_name}' was deleted or renamed")
Pattern 4: Application Handlers with @persistent
# Blender 3.x/4.x/5.x: Handler registration
from bpy.app.handlers import persistent
import bpy
@persistent
def on_file_loaded(dummy):
print(f"File loaded: {bpy.data.filepath}")
# Register
bpy.app.handlers.load_post.append(on_file_loaded)
# ALWAYS unregister in addon unregister()
def unregister():
if on_file_loaded in bpy.app.handlers.load_post:
bpy.app.handlers.load_post.remove(on_file_loaded)
Pattern 5: Timers (One-Shot and Repeating)
# Blender 3.x/4.x/5.x
import bpy
# One-shot: return None to stop
def delayed_action():
print("Executed once after 2 seconds")
return None # Unregister
bpy.app.timers.register(delayed_action, first_interval=2.0)
# Repeating: return float to reschedule
def periodic_check():
print(f"Frame: {bpy.context.scene.frame_current}")
return 0.5 # Run again in 0.5s
bpy.app.timers.register(periodic_check)
# Persistent timer (survives file load)
bpy.app.timers.register(periodic_check, persistent=True)
# Unregister
if bpy.app.timers.is_registered(periodic_check):
bpy.app.timers.unregister(periodic_check)
Pattern 6: Message Bus Subscriptions
# Blender 3.x/4.x/5.x: Property change notifications
import bpy
owner = object() # Subscription owner (identity-compared)
def on_location_changed(*args):
print(f"Location changed: {args}")
# Instance-level subscription
bpy.msgbus.subscribe_rna(
key=bpy.context.object.location,
owner=owner,
args=(),
notify=on_location_changed,
options=set(), # Or {'PERSISTENT'} to survive file loads
)
# Type-level subscription (ANY object)
bpy.msgbus.subscribe_rna(
key=(bpy.types.Object, "location"),
owner=owner,
args=(),
notify=on_location_changed,
)
# Cleanup
bpy.msgbus.clear_by_owner(owner)
Key differences from property update callbacks:
- msgbus callbacks are POSTPONED until all operators finish
- msgbus fires ONCE per update cycle, even if property changed multiple times
- Subscriptions cleared on file load unless
PERSISTENToption is set
Spatial Query Structures
KDTree: Nearest-Neighbor Queries
# Blender 3.x/4.x/5.x
from mathutils.kdtree import KDTree
mesh = bpy.context.active_object.data
kd = KDTree(len(mesh.vertices))
for i, v in enumerate(mesh.vertices):
kd.insert(v.co, i)
kd.balance() # MANDATORY after all inserts
co, index, dist = kd.find((5.0, 3.0, 0.0)) # Nearest
results = kd.find_n((5.0, 3.0, 0.0), 10) # 10 nearest
results = kd.find_range((5.0, 3.0, 0.0), 2.0) # Within radius
BVHTree: Ray Casting and Surface Queries
# Blender 3.x/4.x/5.x
from mathutils.bvhtree import BVHTree
from mathutils import Vector
depsgraph = bpy.context.evaluated_depsgraph_get()
obj_eval = obj.evaluated_get(depsgraph)
bvh = BVHTree.FromObject(obj_eval, depsgraph)
# Ray cast
loc, normal, idx, dist = bvh.ray_cast(
Vector((0, 0, 10)), Vector((0, 0, -1)))
# Nearest surface point
loc, normal, idx, dist = bvh.find_nearest(Vector((5, 3, 0.5)))
# Overlap detection between two meshes
overlap_pairs = bvh1.overlap(bvh2) # List of (idx1, idx2)
Background Mode
# Run script without UI
blender --background scene.blend --python script.py
blender -b scene.blend -P script.py -- --custom-arg value
# Blender 3.x/4.x/5.x: detect background mode
if bpy.app.background:
# CANNOT: viewport ops, UI drawing, modal operators, GPU ops
# CAN: render, data manipulation, file I/O, bpy.data access
pass
Version-Specific Changes
| Feature | Blender 3.x/4.x | Blender 5.0+ | |---------|-----------------|--------------| | bgl module | Available (deprecated 3.5+) | REMOVED — use gpu module | | del obj["prop"] on RNA props | Works | REMOVED — use obj.property_unset("prop") | | scene["cycles"] dict access | Works | REMOVED — use scene.cycles attribute | | img.bindcode | Available | REMOVED — use gpu.texture.from_image(img) | | img.gl_load() | Available | REMOVED |
bl_math Utility Functions
# Blender 3.x/4.x/5.x: float-only utilities (also work in driver expressions)
import bl_math
bl_math.lerp(0.0, 10.0, 0.25) # → 2.5
bl_math.clamp(15.0, 0.0, 10.0) # → 10.0
bl_math.clamp(-5.0) # → 0.0 (clamp to [0, 1])
bl_math.smoothstep(0.0, 1.0, 0.5) # → smooth S-curve value
Available Handlers Reference
| Handler | Trigger | Signature | |---------|---------|-----------| | load_pre / load_post | File load | (filepath) | | save_pre / save_post | File save | (filepath) | | undo_pre / undo_post | Undo | (scene) | | redo_pre / redo_post | Redo | (scene) | | depsgraph_update_pre/post | Depsgraph eval | (scene, depsgraph) | | frame_change_pre/post | Frame change | (scene) / (scene, depsgraph) | | render_pre / render_post | Render start/end | (scene) | | render_init | Engine init | (engine) | | render_complete / render_cancel | Render finish | (scene) |
Reference Links
- [references/methods.md](references/methods.md) — Complete API signatures for mathutils, timers, handlers, msgbus
- [references/examples.md](references/examples.md) — Working code examples for all runtime patterns
- [references/anti-patterns.md](references/anti-patterns.md) — What NOT to do with threading, handlers, mathutils
Official Sources
- https://docs.blender.org/api/current/mathutils.html
- https://docs.blender.org/api/current/mathutils.kdtree.html
- https://docs.blender.org/api/current/mathutils.bvhtree.html
- https://docs.blender.org/api/current/bl_math.html
- https://docs.blender.org/api/current/bpy.app.timers.html
- https://docs.blender.org/api/current/bpy.msgbus.html
- https://docs.blender.org/api/current/bpy.app.handlers.html
- https://docs.blender.org/api/current/info_gotchas.html
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: Impertio-Studio
- Source: Impertio-Studio/Blender-Bonsai-ifcOpenshell-Sverchok-Claude-Skill-Package
- License: MIT
- Homepage: https://github.com/OpenAEC-Foundation
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.