| name | blender-syntax-properties |
| description | Use when adding custom properties to Blender objects -- BoolProperty, IntProperty, FloatProperty, EnumProperty, PointerProperty, or PropertyGroup. Prevents the common mistake of not using update callbacks (changes not reflected in UI) or returning stale items from dynamic EnumProperty. Covers all bpy.props types, subtypes, units, getters/ setters, and CollectionProperty patterns. Keywords: bpy.props, PropertyGroup, BoolProperty, IntProperty, FloatProperty, EnumProperty, PointerProperty, CollectionProperty, update callback, dynamic enum, add custom property, user input, settings.
|
| license | MIT |
| compatibility | Designed for Claude Code. Requires Blender 3.x/4.x/5.x with Python. |
| metadata | {"author":"OpenAEC-Foundation","version":"1.0"} |
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
value = obj["my_rna_prop"]
value = obj["my_rna_prop"]
value = obj.my_rna_prop
obj.property_unset("my_rna_prop")
Essential Patterns
Pattern 1: Basic Property Declaration
class MyOperator(bpy.types.Operator):
bl_idname = "object.my_operator"
bl_label = "My Operator"
count: bpy.props.IntProperty(name="Count", default=5, min=1, max=100)
factor: bpy.props.FloatProperty(name="Factor", default=1.0, subtype='FACTOR')
name_input: bpy.props.StringProperty(name="Name", default="Object")
Pattern 2: PropertyGroup Registration
class MySettings(bpy.types.PropertyGroup):
enabled: bpy.props.BoolProperty(name="Enabled", default=True)
count: bpy.props.IntProperty(name="Count", default=5, min=1)
scale: bpy.props.FloatProperty(name="Scale", default=1.0, min=0.01)
def register():
bpy.utils.register_class(MySettings)
bpy.types.Scene.my_settings = bpy.props.PointerProperty(type=MySettings)
def unregister():
del bpy.types.Scene.my_settings
bpy.utils.unregister_class(MySettings)
Pattern 3: Nested PropertyGroups
class SubSettings(bpy.types.PropertyGroup):
value: bpy.props.FloatProperty(name="Value", default=0.0)
class MainSettings(bpy.types.PropertyGroup):
sub: bpy.props.PointerProperty(type=SubSettings)
items: bpy.props.CollectionProperty(type=SubSettings)
active_index: bpy.props.IntProperty()
def register():
bpy.utils.register_class(SubSettings)
bpy.utils.register_class(MainSettings)
bpy.types.Scene.settings = bpy.props.PointerProperty(type=MainSettings)
def unregister():
del bpy.types.Scene.settings
bpy.utils.unregister_class(MainSettings)
bpy.utils.unregister_class(SubSettings)
Pattern 4: Static EnumProperty
my_mode: bpy.props.EnumProperty(
name="Mode",
items=[
('FAST', "Fast", "Low quality, fast render", 'PLAY', 0),
('MEDIUM', "Medium", "Balanced quality", 'PAUSE', 1),
('HIGH', "High", "High quality, slow render", 'RENDER_STILL', 2),
],
default='MEDIUM',
)
Pattern 5: Dynamic EnumProperty
_enum_items_cache = []
def get_object_items(self, context):
global _enum_items_cache
_enum_items_cache = [
(obj.name, obj.name, f"Select {obj.name}", 'OBJECT_DATA', i)
for i, obj in enumerate(bpy.data.objects)
]
if not _enum_items_cache:
_enum_items_cache = [('NONE', "None", "No objects available", 'ERROR', 0)]
return _enum_items_cache
my_object: bpy.props.EnumProperty(
name="Object",
items=get_object_items,
)
Pattern 6: Update Callback
def on_count_changed(self, context):
if self.count > 10:
self.warning = "High count may impact performance"
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
def get_computed(self):
return len(bpy.data.objects)
def set_computed(self, value):
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+)
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)
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'},
)
Pattern 10: PointerProperty with Poll
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
scene = bpy.context.scene
item = scene.my_settings.items.add()
item.name = "New Item"
item.value = 42.0
scene.my_settings.items.remove(0)
scene.my_settings.items.move(0, 2)
scene.my_settings.items.clear()
for item in scene.my_settings.items:
print(item.name, item.value)
first = scene.my_settings.items[0]
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 get_transform/set_transform
Blender version?
├── <5.0 → Use get/set (only option)
└── >=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:
bpy.types.Scene.my_prop = bpy.props.PointerProperty(type=MySettings)
bpy.types.Object.my_prop = bpy.props.PointerProperty(type=MySettings)
bpy.types.Material.my_prop = bpy.props.FloatProperty(name="Custom")
bpy.types.Mesh.my_prop = bpy.props.IntProperty(name="Custom")
bpy.types.Bone.my_prop = bpy.props.StringProperty(name="Custom")
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
Official Sources