BlendDataLibraries(bpy_struct)
base class — bpy_struct
- class bpy.types.BlendDataLibraries(bpy_struct)
Collection of libraries
- tag(value)
tag
- Parameters
value (boolean) – Value
- remove(library, do_unlink=True, do_id_user=True, do_ui_user=True)
Remove a library from the current blendfile
- Parameters
library (
Library
, (never None)) – Library to removedo_unlink (boolean, (optional)) – Unlink all usages of this library before deleting it
do_id_user (boolean, (optional)) – Decrement user counter of all datablocks used by this library
do_ui_user (boolean, (optional)) – Make sure interface does not reference this library
- classmethod bl_rna_get_subclass(id, default=None)
- Parameters
id (string) – The RNA type identifier.
- Returns
The RNA type or default when not found.
- Return type
bpy.types.Struct
subclass
- classmethod bl_rna_get_subclass_py(id, default=None)
- Parameters
id (string) – The RNA type identifier.
- Returns
The class or default when not found.
- Return type
type
- load(filepath, link=False, relative=False, assets_only=False)
Returns a context manager which exposes 2 library objects on entering. Each object has attributes matching bpy.data which are lists of strings to be linked.
- Parameters
filepath (string) – The path to a blend file.
link (bool) – When False reference to the original file is lost.
relative (bool) – When True the path is stored relative to the open blend file.
assets_only (bool) – If True, only list data-blocks marked as assets.
import bpy filepath = "//link_library.blend" # load a single scene we know the name of. with bpy.data.libraries.load(filepath) as (data_from, data_to): data_to.scenes = ["Scene"] # load all meshes with bpy.data.libraries.load(filepath) as (data_from, data_to): data_to.meshes = data_from.meshes # link all objects starting with 'A' with bpy.data.libraries.load(filepath, link=True) as (data_from, data_to): data_to.objects = [name for name in data_from.objects if name.startswith("A")] # append everything with bpy.data.libraries.load(filepath) as (data_from, data_to): for attr in dir(data_to): setattr(data_to, attr, getattr(data_from, attr)) # the loaded objects can be accessed from 'data_to' outside of the context # since loading the data replaces the strings for the datablocks or None # if the datablock could not be loaded. with bpy.data.libraries.load(filepath) as (data_from, data_to): data_to.meshes = data_from.meshes # now operate directly on the loaded data for mesh in data_to.meshes: if mesh is not None: print(mesh.name)
- write(filepath, datablocks, path_remap=False, fake_user=False, compress=False)
Write data-blocks into a blend file.
Note
Indirectly referenced data-blocks will be expanded and written too.
- Parameters
filepath (string) – The path to write the blend-file.
datablocks (set) – set of data-blocks (
bpy.types.ID
instances).path_remap (string) –
Optionally remap paths when writing the file:
NONE
No path manipulation (default).RELATIVE
Remap paths that are already relative to the new location.RELATIVE_ALL
Remap all paths to be relative to the new location.ABSOLUTE
Make all paths absolute on writing.
fake_user (bool) – When True, data-blocks will be written with fake-user flag enabled.
compress (bool) – When True, write a compressed blend file.
import bpy filepath = "//new_library.blend" # write selected objects and their data to a blend file data_blocks = set(bpy.context.selected_objects) bpy.data.libraries.write(filepath, data_blocks) # write all meshes starting with a capital letter and # set them with fake-user enabled so they aren't lost on re-saving data_blocks = {mesh for mesh in bpy.data.meshes if mesh.name[:1].isupper()} bpy.data.libraries.write(filepath, data_blocks, fake_user=True) # write all materials, textures and node groups to a library data_blocks = {*bpy.data.materials, *bpy.data.textures, *bpy.data.node_groups} bpy.data.libraries.write(filepath, data_blocks)
Inherited Properties
Inherited Functions
References