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3 contributions to CG Python Academy
Rigging/Animation project: bonetools (version 0.1)
Hey. In the last two weeks, I've worked a lot on my little rigging script. It's not a addon or extension yet, the UX is pretty horrific and it's missing at couple of important features. The code so far is just a long list of pretty straightforward operators, as well as a Panel, with Buttons to execute every one of these operators. The operators basically fall into four categories: 1. the ones that have to do with Vertex Groups (these are mainly there to complement the "Ctrl G" and "Shift G" shortcuts) 2. the operators that add bones to an armature and place them correctly - the advantage to normal bone duplication+extrusion is, that the bones will be automatically renamed in the same step 3. the operators that add constraints to a group of bones 4. some additional utilities that deal with bones, like one to change the custom shapes and color of selected bones, and one to quickly align location/rotation/scale of a a group of bones with another group of bones One of the most important features that isn't done yet are what I called "rig relations", it's basically the idea that some operators can only take effect, if for every selected bone, there is a bone with a similar name in the armature. An example, where this is useful, is a FK/IK switch, where the rigger needs to create relationships between the deform bones and the FK bones, as well as between the deform bones and the IK bones as well. So, I hope I get time to add that asap. I also want to split up the code into multiple files and make the thing into an addon / extension, that's maybe important, too. Here's the script so far: https://codeberg.org/miriculous/bonetools/src/branch/main/vgops.py So, yeah, that's pretty much where I am at the moment. I do have to say that I thought the Blender API wasn't very intuitive to learn for me (my experience with coding was mostly with JS web development and GDScript). I still have some question (like why the vertex selection data doesn't update unless you switch to object mode ... ?). But overall, I think I made progress.
3
0
Hello, everyone <3
I'm a 3D artist and I work on a game prototype with a couple of other people, and I've also done some commissions in the past. I'm learning Python for Blender with a specific goal in mind: I want to make an addon that helps me rig and animate characters and if possible, also prepares them for export to the game engine. I think the manual rigging workflow in Blender right now is not very efficient, especially for rigs that are a little bit more advanced. And you have to rely on a ton of smaller addons that fill up your N-Panel. 🫠 So, yeah, I know, kind of an ambitious goal with my limited experience. But at this point, I have created a couple of Panels and Operators, so it doesn't seem impossible anymore. Basically, I want this addon to do three things: 1) Help with rigging, it will be able to place bones quickly, add constraints to multiple bones and setup drivers. The goal is to speed up the creation of complex rigs, like the face rig of Storm, by Blender Studio. I've taken the course, where they explain how they created the rig and I basically want to automate the steps involved. 2) Help with animation by supporting temporary rigs and space switching, similar to the ones that Animation Sherpa / Laura Lico uses 3) Bake the animations and export the game rig + animation to the game engine. So, in summary, hello, I know, this reads much more like an accountability post than an introduction. πŸ™ƒ Expect more of these rambling posts from me, I spend way to much time writing those. Thanks for reading all of this to the end. And you all have a nice day.
1 like β€’ 21d
I'm not very far yet. most of the code I've written so far is a bit rough and mostly there to test out the different API calls. At the moment, I try to refactor the code, bc so far, I've put most of the code into the operators themselves and, of course, ended up with duplicated code. So, I'm going to fix that first, before it gets out of hand.
Blender Python Cheatsheet
I found something interesting for Blender Python coders > Blender Python Cheatsheet. Available are PDF and Notion link (I love Notion for notes and other stuff). This is free of course link > https://salaivv.gumroad.com/l/blender-python-cheatsheet The author also offers a book "Blender Scripting Cookbook – Recipes for the Blender Python API" but a sample chapter is available for free only link > https://salaivv.gumroad.com/l/blender-scripting-cookbook
2 likes β€’ 23d
that looks super useful, thanks πŸ’š I think most of us have started writing cheat sheets like this already, but it's so nice that you don't have to do all the work yourself!
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Miriam Lehner
2
12points to level up
@miriam-lehner-6585
3D artist and Game Developer

Active 22h ago
Joined Apr 12, 2026
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