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Blender Core Runtime

skill-impertio-studio-blender-bonsai-ifcopenshell-sverchok-claude-skill-package-blender-core-runtime · by Impertio-Studio

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$ 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

✓ Passed

No 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.

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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 PERSISTENT option 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.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.