Skills for Real Engineers. Straight from my .agents directory.
blender-addon-development
Agent skill fromEL4CTEO/blender-skills
Write Blender 5.2 add-ons as extensions - blender_manifest.toml, operators/panels/menus/property groups/preferences, bpy.props rules after 5.0, undo/redo, modal and timer patterns, gpu drawing (no bgl), bundling Python wheels, CLI validate/build/install, testing headless, extensions platform publishing. Use when creating or fixing a Blender add-on, tool, or UI.
How to install blender-addon-development
npx skills add EL4CTEO/blender-skills# or add only this skill to Claude Code: copy the folder
skills/blender-addon-development/
# into
~/.claude/skills/blender-addon-development/ (all projects)
.claude/skills/blender-addon-development/ (one project)
1# Add-on (Extension) Development23The execution model is in `blender-core`. Start from `assets/addon_template/` (validated, built, and registered in CI): `blender_manifest.toml`, `__init__.py`, `operators.py`, `ui.py`.45## Procedure61. Copy the template, then set `id` (lowercase_underscores, permanent), `name`, `tagline` (no trailing period, ≤ 64 chars), `maintainer`, `version` (semver), `license` (SPDX, GPL-3.0-or-later for code using bpy), and `blender_version_min = "4.2.0"` or higher if you use newer APIs (e.g. `"5.2.0"` for the GN `properties.inputs` API).72. Write classes with the prefix convention `MYTOOL_OT_x` (operator), `_PT_` (panel), `_MT_` (menu), `_PG_` (property group), `_AP_` (preferences), `_UL_` (UI list). `bl_idname` for operators is `my_tool.verb_noun`.83. Validate and build:9 ```10 blender --command extension validate ./my_tool11 blender --command extension build --source-dir ./my_tool --output-dir ./dist12 blender --command extension install-file -r user_default -e ./dist/my_tool-1.0.0.zip13 ```144. Test headless: register the package in-process, call operators with `temp_override`, and assert on data (see `tests/test_addon.py` in this repo).1516## Rules (extension-era, 5.x)17- **Relative imports only** (`from . import ops`). The package name is decided by Blender, so preferences use `bl_idname = __package__`.18- No `bl_info` (it's ignored for extensions). Everything goes in the manifest.19…
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