I keep on getting context errors in the Blender Python API.
I don't understand the issue of the context in the API, how do I know which is the correct context?
Thanks!
I keep on getting context errors in the Blender Python API.
I don't understand the issue of the context in the API, how do I know which is the correct context?
Thanks!
The context members available depend on the area of blender which is currently being accessed.
See bpy.context
Many operators have a “poll” function which may check that the mouse is a valid area or that the object is in the correct mode (Edit Mode, Weight Paint etc). When an operator’s poll function fails within python, an exception is raised.
See Operator.poll()
More about using Operators and why you experience poll-fails (mouse not over right screen area or wrong mode / other pre-condition). Also see the Gotchas section of the API docs about that.
You can either:
bl_options
must not contain 'INTERNAL'
)Area.type
temporarilyDoesn't seem to work for this operator?! It adds a background but without name / texture.
Blender 3.2+
import bpy
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
override = bpy.context.copy()
override["area"] = area
with context.temp_override(**override):
bpy.ops.view3d.background_image_add(name="BG", filepath=r"image.png")
break
Blender prior to 3.2
import bpy
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
override = bpy.context.copy()
override['area'] = area
bpy.ops.view3d.background_image_add(override, name="BG", filepath=r"image.png")
break
By the way:
You can pass an empty dict (like bpy.ops.example.operator({})
), which usually prints warnings to the system console about the context members missing. You need to pass these members and repeat until it doesn't complain anymore. But beware of certain operators, which require scene bases - if you don't provide a reference to them, Blender will crash to desktop before you even find out they are needed.
area = bpy.context.area
old_type = area.type
area.type = 'VIEW_3D'
bpy.ops.view3d.background_image_add(name="BG", filepath=r"image.png")
area.type = old_type
Similar to the override, you need a 3D View instance, in this case its space data (because this is the place where backgrounds reside). The following code takes the first 3D View of the current screen layout (if there's one), adds a new background and sets the image to an image datablock:
import bpy
filepath = r"C:\path\to\image.png"
img = bpy.data.images.load(filepath)
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
space_data = area.spaces.active
bg = space_data.background_images.new()
bg.image = img
break
object_bases
in context overrides or Blender would crash.
$\endgroup$
Here's to add to @CodeManX's answer. If you get a runtime error that looks like this:
RuntimeError: Operator bpy.ops. ... .poll() failed, context is incorrect
which is specifically in your case:
RuntimeError: Operator bpy.ops.view3d.background_image_add.poll() failed, context is incorrect
You can use the following script to override context. Make sure to use the correct Area Type
which is assigned to area_type
in this script and make sure this area is visible or open in your screen. For example, if you call a bpy.ops
function that directly manipulates the Dope Sheet, you have to make sure this editor is actually open and set area_type = 'DOPESHEET'
.
Since you are calling bpy.ops.view3d.background_image_add()
which directly manipulates the 3d Viewport, you have to make sure it is actually open and set area_type = 'VIEW_3D'
. It is easy to find out the enum for the area type; just switch the editor type and you will see the type in the Info Editor
which is open by default in the lower left corner of the Scripting Tab
Take note that in the legacy context override you have to pass the override
dictionary object as first parameter to the bpy.ops
function.
import bpy
area_type = 'VIEW_3D' # change this to use the correct Area Type context you want to process in
areas = [area for area in bpy.context.window.screen.areas if area.type == area_type]
if len(areas) <= 0:
raise Exception(f"Make sure an Area of type {area_type} is open or visible in your screen!")
override = {
'window': bpy.context.window,
'screen': bpy.context.window.screen,
'area': areas[0],
'region': [region for region in areas[0].regions if region.type == 'WINDOW'][0],
}
bpy.ops.view3d.background_image_add(override)
Use bpy.context.temp_override
for blender 3.2 and beyond.
import bpy
area_type = 'VIEW_3D' # change this to use the correct Area Type context you want to process in
areas = [area for area in bpy.context.window.screen.areas if area.type == area_type]
if len(areas) <= 0:
raise Exception(f"Make sure an Area of type {area_type} is open or visible in your screen!")
with bpy.context.temp_override(
window=bpy.context.window,
area=areas[0],
region=[region for region in areas[0].regions if region.type == 'WINDOW'][0],
screen=bpy.context.window.screen
):
bpy.ops.view3d.background_image_add()
Here's a script I've prepared that I found very useful that you can utilize for any Blender version no matter if the target context area is visible or not. You simply create an instance of this ContextScriptExecuter
class and pass the Area.type
(area_type
i.e. VIEW_3D
, IMAGE_EDITOR
, NODE_EDITOR
, etc...) and an optional Area.ui_type
(ui_type
for specific NODE_EDITOR
area context i.e. ShaderNodeTree
, GeometryNodeTree
, CompositorNodeTree
, etc...) and pass your script that requires context to the script
parameter.
import bpy
class ContextExecuterOverride:
def __init__(self, window, screen, area, region):
self.window, self.screen, self.area, self.region = window, screen, area, region
self.legacy = not hasattr(bpy.context, "temp_override")
if self.legacy:
self.context = bpy.context.copy()
self.context['window'] = window
self.context['screen'] = screen
self.context['area'] = area
self.context['region'] = region
else:
self.context = bpy.context.temp_override(window=window, screen=screen, area=area, region=region)
def __enter__(self):
if not self.legacy:
self.context.__enter__()
return self
def __exit__(self, exc_type, exc_value, traceback):
if not self.legacy:
self.context.__exit__(self, exc_type, exc_value, traceback)
return self
class ContextScriptExecuter():
def __init__(self, area_type, ui_type=None, script=None):
self.area_type = area_type
self.ui_type = ui_type if ui_type else area_type
self.script = script
def script_content(self, override):
self.script(override)
def execute_script(self):
window = bpy.context.window
screen = window.screen
areas = [area for area in screen.areas if area.type == self.area_type]
area = areas[0] if len(areas) else screen.areas[0]
prev_ui_type = area.ui_type
area.ui_type = self.ui_type
regions = [region for region in area.regions if region.type == 'WINDOW']
region = regions[0] if len(regions) else None
with ContextExecuterOverride(window=window, screen=screen, area=area, region=region) as override:
self.script_content(override)
area.ui_type = prev_ui_type
Here's a sample inline usage of a lambda function passed to the script
parameter:
ContextScriptExecuter(
area_type='VIEW_3D',
script=lambda override: (
bpy.ops.view3d.view_axis(override.context, type='TOP')
if override.legacy
else bpy.ops.view3d.view_axis(type='TOP')
)
).execute_script()
And here's another example with a defined class method passed by function name to the script
parameter. This script assumes you have an object already actively selected with at least one material.
class MyClass:
def my_context_script(self, override):
override.area.spaces.active.node_tree = bpy.context.active_object.active_material.node_tree
if override.legacy:
bpy.ops.node.add_node(override.context, use_transform=True, type='ShaderNodeVertexColor')
node_tree = bpy.context.active_object.active_material.node_tree
active_node = node_tree.nodes[-1]
else:
bpy.ops.node.add_node(use_transform=True, type='ShaderNodeVertexColor')
active_node = bpy.context.active_node
active_node.location = (0, 0)
def exec(self):
ContextScriptExecuter(
area_type='NODE_EDITOR',
ui_type='ShaderNodeTree',
script=self.my_context_script
).execute_script()
MyClass().exec()
You can also create a subclass and override the script_content
function and define your content there.
bpy.ops
Please note that you should always try to avoid bpy.ops
functions whenever possible, that is, avoid them when there is an alternative solution because an overuse of these functions can potentially cause performance issues.
bpy.context.area.ui_type = area_type
$\endgroup$
use_temp_override()
can be reduced to if bpy.app.version >= (3, 2, 0):
or if hasattr(bpy.context, "temp_override"):
$\endgroup$
if hasattr(bpy.context, "temp_override"):
is even better as we can get rid of the hard-coded version values. thanks for sharing!
$\endgroup$
bpy.context
or added it via layout.context_pointer_set
but I think it's fait to assume no one would do that :)
$\endgroup$