Plugins#
Plugins are features that extend Manim’s core functionality. Since Manim is extensible and not everything belongs in its core, we’ll go over how to install, use, and create your own plugins.
Note
The standard naming convention for plugins is to prefix the plugin with
manim-
. This makes them easy for users to find on package
repositories such as PyPI.
Warning
The plugin feature is new and under active development. Expect updates
for the best practices on installing, using, and creating plugins; as
well as new subcommands/flags for manim plugins
Tip
See https://plugins.manim.community/ for the list of plugins available.
Installing Plugins#
Plugins can be easily installed via the pip
command:
pip install manim-*
After installing a plugin, you may use the manim plugins
command to list
your available plugins, see the following help output:
manim plugins -h
Usage: manim plugins [OPTIONS]
Manages Manim plugins.
Options:
-l, --list List available plugins
-h, --help Show this message and exit.
Made with <3 by Manim Community developers.
You can list plugins as such:
manim plugins -l
Plugins:
• manim_plugintemplate
Using Plugins in Projects#
For enabling a plugin manim.cfg
or command line parameters should be used.
Important
The plugins should be module name of the plugin and not PyPi name.
Enabling plugins through manim.cfg
[CLI]
plugins = manim_rubikscube
For specifying multiple plugins, comma-separated values must be used.
[CLI]
plugins = manim_rubikscube, manim_plugintemplate
Creating Plugins#
Plugins are intended to extend Manim’s core functionality. If you aren’t sure whether a feature should be included in Manim’s core, feel free to ask over on the Discord server. Visit manim-plugintemplate on PyPI.org which serves as an in-depth tutorial for creating plugins.
pip install manim-plugintemplate
The only requirement of manim plugins is that they specify an entry point
with the group, "manim.plugins"
. This allows Manim to discover plugins
available in the user’s environment. Everything regarding the plugin’s
directory structure, build system, and naming are completely up to your
discretion as an author. The aforementioned template plugin is only a model
using Poetry since this is the build system Manim uses. The plugin’s entry
point can be
specified in poetry as:
[tool.poetry.plugins."manim.plugins"]
"name" = "object_reference"
Here name
is the name of the module of the plugin.
Here object_reference
can point to either a function in a module or a module
itself. For example,
[tool.poetry.plugins."manim.plugins"]
"manim_plugintemplate" = "manim_plugintemplate"
Here a module is used as object_reference
, and when this plugin is enabled,
Manim will look for __all__
keyword defined in manim_plugintemplate
and
everything as a global variable one by one.
If object_reference
is a function, Manim calls the function and expects the
function to return a list of modules or functions that need to be defined globally.
For example,
[tool.poetry.plugins."manim.plugins"]
"manim_plugintemplate" = "manim_awesomeplugin.imports:setup_things"
Here, Manim will call the function setup_things
defined in
manim_awesomeplugin.imports
and calls that. It returns a list of function or
modules which will be imported globally.
A note on Renderer Compatibility#
Depending on which renderer is currently active, custom mobjects created in your plugin might want to behave differently as the corresponding mobject base classes are (unfortunately) not fully compatible.
The currently active renderer can be queried by checking the value
of manim.config.renderer
. All possible renderer types are given
by constants.RendererType
. The module manim.mobject.utils
contains utility functions that return the base class for the currently
active renderer.
A simple form of renderer compatibility (by hot-swapping the class
inheritance chain) for Mobjects directly inheriting from
Mobject
or VMobject
can be achieved by using the
mobject.opengl.opengl_compatibility.ConvertToOpenGL
metaclass.