Running scripts in Blender
The addon ships with several standalone Python scripts in its
scripts/ folder — small utilities for tasks like applying shiny filters,
preparing a custom model for export, or setting texture formats. They aren't bundled into
the addon's UI; you run them by hand inside Blender's Text Editor. This
page walks through the process.
1. Open a Text Editor window
Blender's interface is made of "editors" — panels you can swap between editor types. To run a script you need a Text Editor panel.
Option A — Repurpose an existing panel
Pick any panel you don't need right now (the Outliner, the Timeline, etc.). Click the small editor-type icon in its top-left corner and choose Text Editor from the menu.
Option B — Split a new panel off the viewport
If you'd rather keep your current layout intact, you can split a fresh panel:
- Hover the cursor near the edge of any existing panel (a corner works best — the cursor changes to a crosshair).
- Click and drag inwards. A new panel splits off from the one you grabbed.
- In the new panel's top-left corner, click the editor-type icon and pick Text Editor.
To merge a panel back later, right-click the border between two panels and choose Join Areas, then click the one you want to absorb.
2. Find the plugin's scripts/ folder
Blender installs extensions into a per-user folder. The exact path depends on your
operating system and which Blender version you're running. With Blender 4.5 LTS and the
default install location, the addon's scripts/ folder is at:
| Platform | Path |
|---|---|
| Windows | %APPDATA%\Blender Foundation\Blender\4.5\extensions\user_default\colo_xd\scripts\ |
| macOS | ~/Library/Application Support/Blender/4.5/extensions/user_default/colo_xd/scripts/ |
| Linux | ~/.config/blender/4.5/extensions/user_default/colo_xd/scripts/ |
If you installed Blender as a portable build (extracted from a .zip /
.tar.xz rather than the installer), the extensions folder sits next to the
Blender binary instead — look for 4.5/extensions/user_default/colo_xd/scripts/
under your portable folder.
Useful scripts that live in this folder:
add_shiny_filter.py— apply the shiny color filter to any model.remove_shiny_filter.py— strip the shiny filter back off.prepare_for_pkx_export.py— full prep pass for custom or imported-from-elsewhere models being exported as.pkx(weights, textures, lights, PKX header metadata, shiny filter, smoke-test actions).prepare_for_dat_export.py— slimmer prep pass for bare.datexports — bake transforms, weight limiting, texture sizes / formats. Skips every PKX-only step.add_debug_camera.py— drop in a viewport-friendly preview camera framed on the scene meshes.set_texture_formats.py— auto-pick GX texture formats per image.add_ambient_lighting.py— drop in standard battle lighting.
bpy, math, and the Python standard library. You
can copy one out to your Desktop and edit it freely if you want a custom variant.
3. Load the script into the Text Editor
In your new Text Editor panel:
- Click the Open button in the editor's header (folder icon, or Text → Open Text Block from the menu).
- Browse to the
scripts/folder from the table above. - Pick the script you want and click Open Text.
The script's source code now fills the panel. You don't need to read or edit it — but you can if you want to tweak its behaviour.
4. Run the script
With the script loaded, click the Run Script button in the editor's header (the ▶ play icon), or press Alt+P while hovering over the panel. The script runs against whatever scene is currently loaded.
Any output the script prints goes to Blender's system console:
- Windows: open Window → Toggle System Console before running.
- macOS / Linux: launch Blender from a terminal so its output stays visible in that terminal.