Install
$ agentstack add skill-impertio-studio-blender-bonsai-ifcopenshell-sverchok-claude-skill-package-blender-syntax-properties ✓ 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-syntax-properties
Quick Reference
Property Type Selection
| Need | Property Type | Python Type | |------|---------------|-------------| | Toggle/flag | BoolProperty | bool | | Count/index | IntProperty | int | | Size/factor | FloatProperty | float | | Name/path | StringProperty | str | | Dropdown/mode | EnumProperty | str (identifier) | | Axis toggles (X, Y, Z) | BoolVectorProperty | tuple[bool, ...] | | Dimensions | IntVectorProperty | tuple[int, ...] | | Color/position/rotation | FloatVectorProperty | tuple[float, ...] | | Link to another type | PointerProperty | Reference to PropertyGroup or ID | | Dynamic list | CollectionProperty | List of PropertyGroup items |
Critical Warnings
ALWAYS use Python annotation syntax (: not =) for property declarations in classes.
ALWAYS register sub-PropertyGroups BEFORE parent PropertyGroups — registration order matters.
ALWAYS store dynamic enum callback results in a module-level variable to prevent garbage collection crashes.
ALWAYS set explicit unique integer values in enum items used with ENUM_FLAG or getter/setter patterns.
NEVER modify the property that triggered an update callback — causes infinite recursion.
NEVER define set without a matching get callback — Blender raises an error.
NEVER call operators inside update callbacks — they trigger undo and corrupt state.
NEVER set default on EnumProperty when items is a callback — use default=None or omit it.
Version-Critical Changes
| Version | Change | Impact | |---------|--------|--------| | 4.1 | Enum ID properties via id_properties_ui | Integer custom properties can display as dropdowns | | 5.0 | property_unset() replaces del obj["prop"] | RNA properties use separate storage from custom properties | | 5.0 | get_transform / set_transform callbacks | Faster alternative to get/set using internal storage | | 5.0 | IDProperty storage split | bpy.props-defined properties no longer accessible via dict syntax |
Blender 5.0 Property Storage Split
# Blender 10:
self.warning = "High count may impact performance"
# UNSAFE: do NOT modify self.count here (infinite recursion)
# UNSAFE: do NOT call bpy.ops.* here (undo corruption)
class MySettings(bpy.types.PropertyGroup):
count: bpy.props.IntProperty(
name="Count", default=5, update=on_count_changed,
)
warning: bpy.props.StringProperty()
Pattern 7: Getter/Setter
# Blender 3.x/4.x/5.x
def get_computed(self):
# Compute value on read — no internal storage
return len(bpy.data.objects)
def set_computed(self, value):
# Handle write — must store somewhere if persistence needed
self["_cached_count"] = value
class MySettings(bpy.types.PropertyGroup):
object_count: bpy.props.IntProperty(
name="Object Count",
get=get_computed,
set=set_computed,
)
Pattern 8: Get/Set Transform (Blender 5.0+)
# Blender 5.0+ ONLY: faster than get/set, uses internal storage
def clamp_transform(self, new_value, curr_value, is_set):
"""Transform value before storing."""
return max(0.0, min(new_value, 100.0))
def display_transform(self, curr_value, is_set):
"""Transform value on read."""
return curr_value * 2.0 if is_set else 0.0
class MySettings(bpy.types.PropertyGroup):
clamped: bpy.props.FloatProperty(
name="Clamped",
set_transform=clamp_transform,
get_transform=display_transform,
)
Pattern 9: ENUM_FLAG (Multi-Select)
# Blender 3.x/4.x/5.x: numbers MUST be powers of 2
my_flags: bpy.props.EnumProperty(
name="Axes",
items=[
('X', "X Axis", "Include X axis", 1),
('Y', "Y Axis", "Include Y axis", 2),
('Z', "Z Axis", "Include Z axis", 4),
],
options={'ENUM_FLAG'},
default={'X', 'Z'}, # Default is a SET, not a string
)
Pattern 10: PointerProperty with Poll
# Blender 3.x/4.x/5.x: filter selectable objects
def filter_mesh_objects(self, obj):
return obj.type == 'MESH'
class MySettings(bpy.types.PropertyGroup):
target: bpy.props.PointerProperty(
type=bpy.types.Object,
name="Target",
poll=filter_mesh_objects,
)
Pattern 11: CollectionProperty Operations
# Blender 3.x/4.x/5.x
scene = bpy.context.scene
# Add item
item = scene.my_settings.items.add()
item.name = "New Item"
item.value = 42.0
# Remove by index
scene.my_settings.items.remove(0)
# Move item (from_index, to_index)
scene.my_settings.items.move(0, 2)
# Clear all
scene.my_settings.items.clear()
# Iterate
for item in scene.my_settings.items:
print(item.name, item.value)
# Access by index
first = scene.my_settings.items[0]
# Find by name (returns index or -1)
idx = scene.my_settings.items.find("New Item")
Subtype and Unit Quick Reference
Numeric Subtypes
| Subtype | Applies To | Effect | |---------|-----------|--------| | 'NONE' | All | Default display | | 'PIXEL' | Int/Float | Pixel unit display | | 'UNSIGNED' | Int | Unsigned display | | 'PERCENTAGE' | Float | 0-100% display | | 'FACTOR' | Float | 0.0-1.0 slider | | 'ANGLE' | Float | Radians with degree display | | 'TIME' | Float | Scene-relative time (frames) | | 'TIME_ABSOLUTE' | Float | Absolute time (seconds) | | 'DISTANCE' | Float | Distance in scene units | | 'POWER' | Float | Power unit display | | 'TEMPERATURE' | Float | Temperature display |
Vector Subtypes
| Subtype | Applies To | Effect | |---------|-----------|--------| | 'COLOR' | FloatVector | Linear RGB color picker | | 'COLOR_GAMMA' | FloatVector | Gamma-space color picker | | 'TRANSLATION' | FloatVector | Position in scene units | | 'DIRECTION' | FloatVector | Normalized direction | | 'VELOCITY' | FloatVector | Velocity vector | | 'ACCELERATION' | FloatVector | Acceleration vector | | 'EULER' | FloatVector | Euler rotation (radians) | | 'QUATERNION' | FloatVector | Quaternion rotation (size=4) | | 'AXISANGLE' | FloatVector | Axis-angle rotation (size=4) | | 'XYZ' | FloatVector | Generic XYZ coordinates | | 'MATRIX' | FloatVector | Matrix representation |
String Subtypes
| Subtype | Effect | |---------|--------| | 'NONE' | Plain text input | | 'FILE_PATH' | File browser button | | 'DIR_PATH' | Directory browser button | | 'FILE_NAME' | File name field | | 'BYTE_STRING' | Byte string | | 'PASSWORD' | Masked input (***) |
Unit Values (FloatProperty / FloatVectorProperty only)
| Unit | Display | |------|---------| | 'NONE' | No unit | | 'LENGTH' | Scene length unit | | 'AREA' | Area (length²) | | 'VOLUME' | Volume (length³) | | 'ROTATION' | Degrees/radians | | 'TIME' | Scene-relative time | | 'TIME_ABSOLUTE' | Absolute seconds | | 'VELOCITY' | Speed | | 'ACCELERATION' | Acceleration | | 'MASS' | Mass | | 'CAMERA' | Camera distance | | 'POWER' | Power | | 'TEMPERATURE' | Temperature |
Options Flags
| Flag | Applies To | Effect | |------|-----------|--------| | 'HIDDEN' | All | Hidden from UI, accessible via Python | | 'SKIP_SAVE' | All | Value not saved between operator invocations | | 'ANIMATABLE' | All (default) | Can be keyframed | | 'LIBRARY_EDITABLE' | All | Editable on linked data-blocks | | 'PROPORTIONAL' | Numeric | Proportional editing support | | 'TEXTEDIT_UPDATE' | String | Updates on each keystroke | | 'ENUM_FLAG' | Enum only | Multi-select with power-of-2 values |
Decision Trees
When to Use PointerProperty vs CollectionProperty
Need to reference ONE item?
├── YES → PointerProperty
│ ├── Reference to another PropertyGroup? → type=MyPropertyGroup
│ └── Reference to an ID type? → type=bpy.types.Object (or Material, etc.)
└── NO → Need a LIST of items?
└── YES → CollectionProperty(type=MyPropertyGroup)
└── Track active selection? → Add IntProperty for active_index
When to Use get/set vs gettransform/settransform
Blender version?
├── =5.0
├── Need custom storage logic? → Use get/set
└── Only need value transformation?
└── Use get_transform/set_transform (faster, uses internal storage)
When to Use update vs msgbus
Property changes on THIS class?
├── YES → Use update callback on the property
└── NO → Watching EXTERNAL property changes?
└── YES → Use bpy.msgbus.subscribe_rna()
Attachment Points
Properties can be attached to any Blender ID type:
# Per-scene settings
bpy.types.Scene.my_prop = bpy.props.PointerProperty(type=MySettings)
# Per-object settings
bpy.types.Object.my_prop = bpy.props.PointerProperty(type=MySettings)
# Per-material settings
bpy.types.Material.my_prop = bpy.props.FloatProperty(name="Custom")
# Per-mesh settings
bpy.types.Mesh.my_prop = bpy.props.IntProperty(name="Custom")
# Per-bone settings
bpy.types.Bone.my_prop = bpy.props.StringProperty(name="Custom")
# Per-window-manager (session-only, not saved)
bpy.types.WindowManager.my_prop = bpy.props.BoolProperty(name="Temp")
WindowManager properties are session-only — they reset when Blender restarts. Use for temporary UI state.
Reference Links
- [references/methods.md](references/methods.md) — Complete API signatures for all bpy.props types
- [references/examples.md](references/examples.md) — Working code examples for every property pattern
- [references/anti-patterns.md](references/anti-patterns.md) — What NOT to do, with explanations
Official Sources
- https://docs.blender.org/api/current/bpy.props.html
- https://docs.blender.org/api/current/bpy.types.PropertyGroup.html
- https://developer.blender.org/docs/releasenotes/5.0/pythonapi/
- https://developer.blender.org/docs/releasenotes/4.1/pythonapi/
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.