Reply To: Creating Addons

Forum Archive Creating Addons Reply To: Creating Addons

#91141
Dwayne Savage
Participant

    Basically once you have a working script that can be ran in the text editor you can turn it into an addon(Pre 4.2) or extension(4.2+). To convert to an addon add the following to the top of the script and fill it in with your data. You can get this from blender 2.6 thru 4.1. Go to text editor and click Template(Older version it is under Text) then python then Addon Add Object. This still works even in 4.4(At least in current alpha download).

    bl_info = {
        “name”: “New Object”,
        “author”: “Your Name Here”,
        “version”: (1, 0),
        “blender”: (2, 80, 0),
        “location”: “View3D > Add > Mesh > New Object”,
        “description”: “Adds a new Mesh Object”,
        “warning”: “”,
        “doc_url”: “”,
        “category”: “Add Mesh”,
    }

    For Extensions this info is now in a manifest file and your script has to have a “__init__.py” (Without the quotes) and be in a directory. It’s a lot more complicated  as far as creating it compared to before, but it’s not that difficult. I mean I’ve create some addons and an extension and I haven’t even sat down and learned python. I do have experience with other programming languages though. The templates and developers extra help. For more information on creating extensions here is the blender page regarding it. You can get this link from the same template in 4.2 or newer. 

    https://docs.blender.org/manual/en/latest/advanced/extensions/getting_started.html