Kenton Hamaluik

Dynamic Blender Properties

As part of my most recent adventures in game engine programming, I came across a small problem—I needed a way to edit levels (both their geometry, and the entities within the level and their associated components). Writing an editor to do this is a rather daunting task. Thankfully, Blender is a free, open-source 3D application that is “easily” extended (well, easy-ish). So, instead of writing my own editor, I can write a Blender addon to make it do what I need it to. First up in that, was presenting an interface for editing which components an object has, and setting the values of each components’ attributes. I found this to be more difficult that I expected, thanks to the way Blender handles and presents data. I will show you here how I got things working, as there doesn’t seem to be documentation on this and I had to wade through a lot of half-expired forum posts to get things working.

Basically, in order to display any data in a panel in Blender, you must pre-define the property classes that it will render. The following code listing shows a simple panel which will show up in the object section of the properties panel:

A sample panel displaying the pre-defined properties in the pre-defined `SamplePropertyGroup` class.
import bpy
from bpy.props import FloatProperty, PointerProperty
from bpy.types import PropertyGroup

class SamplePropertyGroup(PropertyGroup):
    a = FloatProperty(name="A", default=5.0)
    b = FloatProperty(name="B", default=42.0)

class SamplePanel(bpy.types.Panel):
    bl_label = "Sample Panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        obj = context.object

        sampleProperty = obj.samplePropertyGroup
        col = layout.column(align=True)
        col.prop(sampleProperty, "a")
        col.prop(sampleProperty, "b")

def register():
    bpy.utils.register_class(SamplePropertyGroup)
    bpy.utils.register_class(SamplePanel)
    bpy.types.Object.samplePropertyGroup = PointerProperty(type=SamplePropertyGroup)

def unregister():
    bpy.utils.unregister_class(SamplePropertyGroup)
    bpy.utils.unregister_class(SamplePanel)
    del bpy.types.Object.samplePropertyGroup

if __name__ == "__main__":
    register()

A problem arises, however, when you don’t know ahead of time what that SamplePropertyGroup class will look like. Or even if it will exist (or what custom property groups will exist). For my use case, I want to have each component exist in blender as it’s own subclass of the PropertyGroup class, with its list of attributes defined as class members (as relevant PropertyTypes). Forunately for us, Python is a scripted language, and comes with some tools to dynamically create classes and interact with them via the type(), setattr(), getattr(), and delattr() built-in functions.

Simply put, we can use type() to go from this:

class SamplePropertyGroup(PropertyGroup):
    a = FloatProperty(name="A", default=5.0)
    b = FloatProperty(name="B", default=42.0)

to this:

SamplePropertyGroup = type(
    "SamplePropertyGroup",
    (PropertyGroup,),
    {
        "a": FloatProperty(name="A", default=5.0),
        "b": FloatProperty(name="B", default=42.0)
    })

We can easily script this to be more dynamic, such that given a dictionary (which we can parse from a JSON file at runtime) that looks like this:

propertyGroupLayouts = {
    "Health": [
        { "name": "current", "type": "float" },
        { "name": "max", "type": "float" }
    ],
    "Character": [
        { "name": "first_name", "type": "string" },
        { "name": "last_name", "type": "string" }
    ]
}

We can dynamically create our property groups and register them with Blender by simply iterating the dictionary and constructing classes as we go:

# iterate over our list of property groups
for groupName, attributeDefinitions in propertyGroupLayouts.items():
    # build the attribute dictionary for this group
    attributes = {}
    for attributeDefinition in attributeDefinitions:
        attType = attributeDefinition['type']
        attName = attributeDefinition['name']
        if attType == 'float':
            attributes[attName] = FloatProperty(name=attName.title())
        elif attType == 'string':
            attributes[attName] = StringProperty(name=attName.title())
        else:
            raise TypeError('Unsupported type (%s) for %s on %s!' % (attType, attName, groupName))

    # now build the property group class
    propertyGroupClass = type(groupName, (PropertyGroup,), attributes)

    # register it with Blender
    bpy.utils.register_class(propertyGroupClass)

    # apply it to all Objects
    setattr(bpy.types.Object, groupName, PointerProperty(type=propertyGroupClass))

Now, whenever we register we just call the above code, and our PropertyGroup classes will be defined and registered in Blender as properties of all objects! Don’t forget to clean up the registered objects in unregister()!

Finally, to actually show our properties in a Blender panel is relatively straightforward:

class SamplePanel(bpy.types.Panel):
    bl_label = "Sample Panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        obj = context.object

        # use our layout definition to dynamically create our panel items
        for groupName, attributeDefinitions in propertyGroupLayouts.items():
            # get the instance of our group
            # dynamic equivalent of `obj.samplePropertyGroup` from before
            propertyGroup = getattr(obj, groupName)

            # start laying this group out
            col = layout.column()
            col.label(groupName)

            # loop through all the attributes and show them
            for attributeDefinition in attributeDefinitions:
                col.prop(propertyGroup, attributeDefinition["name"])

            # draw a separation between groups
            layout.separator()

And there you have it, dynamic properties (created at run-time, not write-time) in Blender!

What the finished result will look like.

Here is the full source code for the above example:

import bpy
from bpy.props import FloatProperty, StringProperty, PointerProperty
from bpy.types import PropertyGroup

# TODO: load dynamically at runtime from a JSON file!
bpy.propertyGroupLayouts = {
    "Health": [
        { "name": "current", "type": "float" },
        { "name": "max", "type": "float" }
    ],
    "Character": [
        { "name": "first_name", "type": "string" },
        { "name": "last_name", "type": "string" }
    ]
}
bpy.samplePropertyGroups = {}

class SamplePanel(bpy.types.Panel):
    bl_label = "Sample Panel"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout
        obj = context.object

        # use our layout definition to dynamically create our panel items
        for groupName, attributeDefinitions in bpy.propertyGroupLayouts.items():
            # get the instance of our group
            # dynamic equivalent of `obj.samplePropertyGroup` from before
            propertyGroup = getattr(obj, groupName)

            # start laying this group out
            col = layout.column()
            col.label(groupName)

            # loop through all the attributes and show them
            for attributeDefinition in attributeDefinitions:
                col.prop(propertyGroup, attributeDefinition["name"])

            # draw a separation between groups
            layout.separator()

def register():
    # register the panel class
    bpy.utils.register_class(SamplePanel)

    # iterate over our list of property groups
    for groupName, attributeDefinitions in bpy.propertyGroupLayouts.items():
        # build the attribute dictionary for this group
        attributes = {}
        for attributeDefinition in attributeDefinitions:
            attType = attributeDefinition['type']
            attName = attributeDefinition['name']
            if attType == 'float':
                attributes[attName] = FloatProperty(name=attName.title())
            elif attType == 'string':
                attributes[attName] = StringProperty(name=attName.title())
            else:
                raise TypeError('Unsupported type (%s) for %s on %s!' % (attType, attName, groupName))

        # now build the property group class
        propertyGroupClass = type(groupName, (PropertyGroup,), attributes)

        # register it with Blender
        bpy.utils.register_class(propertyGroupClass)

        # apply it to all Objects
        setattr(bpy.types.Object, groupName, PointerProperty(type=propertyGroupClass))

        # store it for later
        bpy.samplePropertyGroups[groupName] = propertyGroupClass

def unregister():
    # unregister the panel class
    bpy.utils.unregister_class(SamplePanel)

    # unregister our components
    try:
        for key, value in bpy.samplePropertyGroups.items():
            delattr(bpy.types.Object, key)
            bpy.utils.unregister_class(value)
    except UnboundLocalError:
        pass
    bpy.samplePropertyGroups = {}

if __name__ == "__main__":
    register()

There are of course many more things that need to be done to make this a fully working system, but hopefully this can help you get started. I will continue working on my engine tools addon and release it when it’s ready (you can follow progress at BlazingMammothGames/mammoth_blender_tools if you really like). The tool, when done, will hopefully server as a solid example for adapting Blender to your own needs in the future. For now, if you run into any trouble, don’t hesitate to ask for help in the comments!