Basic Operator Example¶
This script shows simple operator which prints a message.
Since the operator only has an Operator.execute function it takes no
user input.
The function should return {'FINISHED'} or {'CANCELLED'}, the latter
meaning that operator execution was aborted without making any changes, and
that no undo step will created (see next example for more info about undo).
Note
Operator subclasses must be registered before accessing them from Blender.
import bpy class HelloWorldOperator(bpy.types.Operator): bl_idname = "wm.hello_world" bl_label = "Minimal Operator" def execute(self, context): print("Hello World") return {'FINISHED'} # Only needed if you want to add into a dynamic menu. def menu_func(self, context): self.layout.operator(HelloWorldOperator.bl_idname, text="Hello World Operator") # Register and add to the view menu (required to also use F3 search "Hello World Operator" for quick access). bpy.utils.register_class(HelloWorldOperator) bpy.types.VIEW3D_MT_view.append(menu_func) # Test call to the newly defined operator. bpy.ops.wm.hello_world()
Modifying Blender Data & Undo¶
Any operator modifying Blender data should enable the 'UNDO' option.
This will make Blender automatically create an undo step when the operator
finishes its execute (or invoke, see below) functions, and returns
{'FINISHED'}.
Otherwise, no undo step will be created, which will at best corrupt the undo stack and confuse the user (since modifications done by the operator may either not be undoable, or be undone together with other edits done before). In many cases, this can even lead to data corruption and crashes.
Note that when an operator returns {'CANCELLED'}, no undo step will be
created. This means that if an error occurs after modifying some data
already, it is better to return {'FINISHED'}, unless it is possible to
fully undo the changes before returning.
Note
Most examples in this page do not do any edit to Blender data, which is
why it is safe to keep the default bl_options value for these operators.
Note
In some complex cases, the automatic undo step created on operator exit may not be enough. For example, if the operator does mode switching, or calls other operators that should create an extra undo step, etc.
Such manual undo push is possible using the bpy.ops.ed.undo_push
function. Be careful though, this is considered an advanced feature and
requires some understanding of the actual undo system in Blender code.
import bpy class DataEditOperator(bpy.types.Operator): bl_idname = "object.data_edit" bl_label = "Data Editing Operator" # The default value is only 'REGISTER', 'UNDO' is mandatory when Blender data is modified # (and does require 'REGISTER' as well). bl_options = {'REGISTER', 'UNDO'} def execute(self, context): context.object.location.x += 1.0 return {'FINISHED'} # Only needed if you want to add into a dynamic menu. def menu_func(self, context): self.layout.operator(DataEditOperator.bl_idname, text="Blender Data Editing Operator") # Register. bpy.utils.register_class(DataEditOperator) bpy.types.VIEW3D_MT_view.append(menu_func) # Test call to the newly defined operator. bpy.ops.object.data_edit()
Invoke Function¶
Operator.invoke is used to initialize the operator from the context
at the moment the operator is called.
invoke() is typically used to assign properties which are then used by
execute().
Some operators don’t have an execute() function, removing the ability to be
repeated from a script or macro.
When an operator is called via bpy.ops, the execution context depends
on the argument provided to bpy.ops. By default, it uses execute().
When an operator is activated from a button or menu item, it follows
the setting in UILayout.operator_context. In most cases, invoke() is used.
Running an operator via a key shortcut always uses invoke(),
and this behavior cannot be changed.
This example shows how to define an operator which gets mouse input to execute a function and that this operator can be invoked or executed from the Python API.
Also notice this operator defines its own properties, these are different to typical class properties because Blender registers them with the operator, to use as arguments when called, saved for operator undo/redo and automatically added into the user interface.
import bpy class SimpleMouseOperator(bpy.types.Operator): """ This operator shows the mouse location, this string is used for the tooltip and API docs """ bl_idname = "wm.mouse_position" bl_label = "Invoke Mouse Operator" x: bpy.props.IntProperty() y: bpy.props.IntProperty() def execute(self, context): # Rather than printing, use the report function, # this way the message appears in the header. self.report({'INFO'}, "Mouse coords are {:d} {:d}".format(self.x, self.y)) return {'FINISHED'} def invoke(self, context, event): self.x = event.mouse_x self.y = event.mouse_y return self.execute(context) # Only needed if you want to add into a dynamic menu. def menu_func(self, context): self.layout.operator(SimpleMouseOperator.bl_idname, text="Simple Mouse Operator") # Register and add to the view menu (required to also use F3 search "Simple Mouse Operator" for quick access). bpy.utils.register_class(SimpleMouseOperator) bpy.types.VIEW3D_MT_view.append(menu_func) # Test call to the newly defined operator. # Here we call the operator and invoke it, # meaning that the settings are taken from the mouse. bpy.ops.wm.mouse_position('INVOKE_DEFAULT') # Another test call, this time call execute() directly with pre-defined settings. bpy.ops.wm.mouse_position('EXEC_DEFAULT', x=20, y=66)
Calling a File Selector¶
This example shows how an operator can use the file selector.
Notice the invoke function calls a window manager method and returns
{'RUNNING_MODAL'}, this means the file selector stays open and the operator does not
exit immediately after invoke finishes.
The file selector runs the operator, calling Operator.execute when the
user confirms.
The Operator.poll function is optional, used to check if the operator
can run.
import bpy class ExportSomeData(bpy.types.Operator): """Test exporter which just writes hello world""" bl_idname = "export.some_data" bl_label = "Export Some Data" filepath: bpy.props.StringProperty(subtype="FILE_PATH") @classmethod def poll(cls, context): return context.object is not None def execute(self, context): file = open(self.filepath, 'w') file.write("Hello World " + context.object.name) return {'FINISHED'} def invoke(self, context, event): context.window_manager.fileselect_add(self) return {'RUNNING_MODAL'} # Only needed if you want to add into a dynamic menu. def menu_func(self, context): self.layout.operator_context = 'INVOKE_DEFAULT' self.layout.operator(ExportSomeData.bl_idname, text="Text Export Operator") # Register and add to the file selector (required to also use F3 search "Text Export Operator" for quick access). bpy.utils.register_class(ExportSomeData) bpy.types.TOPBAR_MT_file_export.append(menu_func) # Test call. bpy.ops.export.some_data('INVOKE_DEFAULT')
Dialog Box¶
This operator uses its Operator.invoke function to call a popup.
import bpy class DialogOperator(bpy.types.Operator): bl_idname = "object.dialog_operator" bl_label = "Simple Dialog Operator" my_float: bpy.props.FloatProperty(name="Some Floating Point") my_bool: bpy.props.BoolProperty(name="Toggle Option") my_string: bpy.props.StringProperty(name="String Value") def execute(self, context): message = "Popup Values: {:f}, {:d}, '{:s}'".format( self.my_float, self.my_bool, self.my_string, ) self.report({'INFO'}, message) return {'FINISHED'} def invoke(self, context, event): wm = context.window_manager return wm.invoke_props_dialog(self) # Only needed if you want to add into a dynamic menu. def menu_func(self, context): self.layout.operator(DialogOperator.bl_idname, text="Dialog Operator") # Register and add to the object menu (required to also use F3 search "Dialog Operator" for quick access). bpy.utils.register_class(DialogOperator) bpy.types.VIEW3D_MT_object.append(menu_func) # Test call. bpy.ops.object.dialog_operator('INVOKE_DEFAULT')
Custom Drawing¶
By default operator properties use an automatic user interface layout.
If you need more control you can create your own layout with a
Operator.draw function.
This works like the Panel and Menu draw functions, its used
for dialogs and file selectors.
import bpy class CustomDrawOperator(bpy.types.Operator): bl_idname = "object.custom_draw" bl_label = "Simple Modal Operator" filepath: bpy.props.StringProperty(subtype="FILE_PATH") my_float: bpy.props.FloatProperty(name="Float") my_bool: bpy.props.BoolProperty(name="Toggle Option") my_string: bpy.props.StringProperty(name="String Value") def execute(self, context): print("Test", self) return {'FINISHED'} def invoke(self, context, event): wm = context.window_manager return wm.invoke_props_dialog(self) def draw(self, context): layout = self.layout col = layout.column() col.label(text="Custom Interface!") row = col.row() row.prop(self, "my_float") row.prop(self, "my_bool") col.prop(self, "my_string") # Only needed if you want to add into a dynamic menu. def menu_func(self, context): self.layout.operator(CustomDrawOperator.bl_idname, text="Custom Draw Operator") # Register and add to the object menu (required to also use F3 search "Custom Draw Operator" for quick access). bpy.utils.register_class(CustomDrawOperator) bpy.types.VIEW3D_MT_object.append(menu_func) # Test call. bpy.ops.object.custom_draw('INVOKE_DEFAULT')
Modal Execution¶
This operator defines a Operator.modal function that will keep being
run to handle events until it returns {'FINISHED'} or {'CANCELLED'}.
Modal operators run every time a new event is detected, such as a mouse click or key press. Conversely, when no new events are detected, the modal operator will not run. Modal operators are especially useful for interactive tools, an operator can have its own state where keys toggle options as the operator runs. Grab, Rotate, Scale, and Fly-Mode are examples of modal operators.
Operator.invoke is used to initialize the operator as being active
by returning {'RUNNING_MODAL'}, initializing the modal loop.
Notice __init__() and __del__() are declared.
For other operator types they are not useful but for modal operators they will
be called before the Operator.invoke and after the operator finishes.
Also see the
class construction and destruction section.
import bpy class ModalOperator(bpy.types.Operator): bl_idname = "object.modal_operator" bl_label = "Simple Modal Operator" bl_options = {'REGISTER', 'UNDO'} def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) print("Start") def __del__(self): print("End") super().__del__() def execute(self, context): context.object.location.x = self.value / 100.0 return {'FINISHED'} def modal(self, context, event): if event.type == 'MOUSEMOVE': # Apply. self.value = event.mouse_x self.execute(context) elif event.type == 'LEFTMOUSE': # Confirm. return {'FINISHED'} elif event.type in {'RIGHTMOUSE', 'ESC'}: # Cancel. # Revert all changes that have been made context.object.location.x = self.init_loc_x return {'CANCELLED'} return {'RUNNING_MODAL'} def invoke(self, context, event): self.init_loc_x = context.object.location.x self.value = event.mouse_x self.execute(context) context.window_manager.modal_handler_add(self) return {'RUNNING_MODAL'} # Only needed if you want to add into a dynamic menu. def menu_func(self, context): self.layout.operator(ModalOperator.bl_idname, text="Modal Operator") # Register and add to the object menu (required to also use F3 search "Modal Operator" for quick access). bpy.utils.register_class(ModalOperator) bpy.types.VIEW3D_MT_object.append(menu_func) # Test call. bpy.ops.object.modal_operator('INVOKE_DEFAULT')