Write Blender Python scripts for procedural modeling, animation, batch operations, and add-on development using advanced bpy API patterns. Use when automating repetitive modeling or animation tasks, generating procedural geometry from algorithms or data, creating batch rendering pipelines with parameter variations, building custom operators or add-ons, or integrating Blender with external data pipelines and APIs.
Scanned 9/3/2026
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---
name: script-blender-automation
locale: wenyan-ultra
source_locale: en
source_commit: 82c77053
fence_basis_commit: 82c77053
translator: "Julius Brussee homage — caveman"
translation_date: "2026-05-03"
description: >
Write Blender Python scripts for procedural modeling, animation, batch
operations, and add-on development using advanced bpy API patterns. Use
when automating repetitive modeling or animation tasks, generating procedural
geometry from algorithms or data, creating batch rendering pipelines with
parameter variations, building custom operators or add-ons, or integrating
Blender with external data pipelines and APIs.
license: MIT
allowed-tools: Read Write Edit Bash Grep Glob
metadata:
author: Philipp Thoss
version: "1.0"
domain: blender
complexity: advanced
language: Python
tags: blender, bpy, automation, procedural, animation, batch-processing, add-on
---
# 本 Blender 自動
進階 Blender Python—程序模、鍵動畫、批操、運算註、加件開發。
## 用
- 自動重複模/動務→用
- 自算或資生程序幾何→用
- 建批繪管含參變→用
- 築自運算或加件→用
- 接 Blender 與外資管或 API→用
- 數精動畫本→用
- 開組工→用
## 入
| 入 | 型 | 述 | 例 |
|---|---|---|---|
| 自動需 | 譜 | 務述、參、限 | 繪 100 變、動路自資 |
| 資源 | 檔/API | 程序生外資 | CSV 坐、JSON 參、API 應 |
| 算定 | 碼/數 | 程序生邏 | 分形、參曲、L 系 |
| 運算譜 | 需 | 自工為與 UI | 名、屬、模互 |
| 動參 | 鍵/資 | 時、緩、限 | 幀範、插曲 |
## 行
### 一:程序幾何生
用 BMesh 程生網:
```python
import bpy
import bmesh
import math
def create_parametric_surface(name, u_res=32, v_res=32):
"""Generate parametric surface using mathematical function."""
mesh = bpy.data.meshes.new(name)
obj = bpy.data.objects.new(name, mesh)
bpy.context.collection.objects.link(obj)
bm = bmesh.new()
# Create vertices using parametric equations
verts = []
for i in range(u_res):
for j in range(v_res):
u = (i / (u_res - 1)) * 2 * math.pi
v = (j / (v_res - 1)) * math.pi
# Sphere parametric equations
x = math.sin(v) * math.cos(u)
y = math.sin(v) * math.sin(u)
z = math.cos(v)
vert = bm.verts.new((x, y, z))
verts.append(vert)
# Create faces
bm.verts.ensure_lookup_table()
for i in range(u_res - 1):
for j in range(v_res - 1):
v1 = verts[i * v_res + j]
v2 = verts[(i + 1) * v_res + j]
v3 = verts[(i + 1) * v_res + (j + 1)]
v4 = verts[i * v_res + (j + 1)]
bm.faces.new([v1, v2, v3, v4])
# Write to mesh
bm.to_mesh(mesh)
bm.free()
return obj
```
得:自數函生複幾何。
敗:察 BMesh API、驗點索、確面流形。
### 二:鍵動畫自動
本鍵動與驅:
```python
def animate_rotation(obj, start_frame=1, end_frame=250, axis='Z', rotations=2):
"""Animate object rotation over time."""
# Set initial keyframe
obj.rotation_euler[2] = 0 # Z axis
obj.keyframe_insert(data_path="rotation_euler", index=2, frame=start_frame)
# Set end keyframe
obj.rotation_euler[2] = rotations * 2 * math.pi
obj.keyframe_insert(data_path="rotation_euler", index=2, frame=end_frame)
# Set interpolation
if obj.animation_data and obj.animation_data.action:
for fcurve in obj.animation_data.action.fcurves:
if 'rotation_euler' in fcurve.data_path:
for keyframe in fcurve.keyframe_points:
keyframe.interpolation = 'LINEAR'
def animate_material_property(mat, property_path, values, frames):
"""Animate material node values."""
if not mat.node_tree:
return
# Example: animate emission strength
nodes = mat.node_tree.nodes
emission = nodes.get('Emission')
if emission:
for frame, value in zip(frames, values):
emission.inputs['Strength'].default_value = value
emission.inputs['Strength'].keyframe_insert(
data_path="default_value",
frame=frame
)
def create_driver(obj, property_path, expression):
"""Create driver for automated animation."""
driver = obj.driver_add(property_path)
driver.driver.type = 'SCRIPTED'
driver.driver.expression = expression
# Example: link rotation to frame number
# expression = "frame / 10"
```
得:鍵插、動正回放。
敗:察屬路、驗 data_path 法、確物可鍵。
### 三:批處操
批處諸物或檔:
```python
import os
from pathlib import Path
def batch_import_and_render(input_dir, output_dir, file_pattern="*.obj"):
"""Import multiple files and render each."""
input_path = Path(input_dir)
output_path = Path(output_dir)
output_path.mkdir(exist_ok=True)
scene = bpy.context.scene
for obj_file in input_path.glob(file_pattern):
# Clear existing objects
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# Import model
bpy.ops.import_scene.obj(filepath=str(obj_file))
# Setup camera and lighting (reuse setup functions)
setup_camera()
setup_lighting()
# Render
output_file = output_path / f"{obj_file.stem}.png"
scene.render.filepath = str(output_file)
bpy.ops.render.render(write_still=True)
print(f"Rendered: {output_file}")
def batch_material_variation(base_object, colors, output_prefix):
"""Render object with multiple material colors."""
mat = base_object.data.materials[0]
bsdf = mat.node_tree.nodes.get('Principled BSDF')
if not bsdf:
return
for i, color in enumerate(colors):
# Update material color
bsdf.inputs['Base Color'].default_value = color + (1.0,)
# Render
bpy.context.scene.render.filepath = f"{output_prefix}_{i:03d}.png"
bpy.ops.render.render(write_still=True)
```
得:諸檔處、各變生繪。
敗:察徑存、驗入運算、理缺材。
### 四:自運算開發
築自運算為複用工:
```python
import bpy
from bpy.props import FloatProperty, IntProperty
class OBJECT_OT_generate_spiral(bpy.types.Operator):
"""Generate a spiral curve"""
bl_idname = "object.generate_spiral"
bl_label = "Generate Spiral"
bl_options = {'REGISTER', 'UNDO'}
# Operator properties
radius: FloatProperty(
name="Radius",
description="Spiral radius",
default=2.0,
min=0.1,
max=10.0
)
turns: IntProperty(
name="Turns",
description="Number of spiral turns",
default=5,
min=1,
max=20
)
resolution: IntProperty(
name="Resolution",
description="Points per turn",
default=32,
min=8,
max=128
)
def execute(self, context):
# Create curve
curve = bpy.data.curves.new('Spiral', 'CURVE')
curve.dimensions = '3D'
spline = curve.splines.new('NURBS')
num_points = self.turns * self.resolution
spline.points.add(num_points - 1) # -1 because one point exists
for i in range(num_points):
t = i / self.resolution
angle = t * 2 * math.pi
x = self.radius * math.cos(angle)
y = self.radius * math.sin(angle)
z = t * 0.5
spline.points[i].co = (x, y, z, 1.0)
# Create object
obj = bpy.data.objects.new('Spiral', curve)
context.collection.objects.link(obj)
obj.select_set(True)
context.view_layer.objects.active = obj
self.report({'INFO'}, f"Generated spiral with {num_points} points")
return {'FINISHED'}
def register():
bpy.utils.register_class(OBJECT_OT_generate_spiral)
def unregister():
bpy.utils.unregister_class(OBJECT_OT_generate_spiral)
if __name__ == "__main__":
register()
```
得:運算現於搜、行支撤。
敗:察 bl_idname 式(小寫底線)、驗屬型。
### 五:模運算為互動工
築互動模運算:
```python
class OBJECT_OT_modal_scale(bpy.types.Operator):
"""Interactive scaling with mouse"""
bl_idname = "object.modal_scale"
bl_label = "Modal Scale"
bl_options = {'REGISTER', 'UNDO'}
def __init__(self):
self.initial_mouse_x = 0
self.initial_scale = 1.0
def modal(self, context, event):
if event.type == 'MOUSEMOVE':
# Calculate scale based on mouse movement
delta = event.mouse_x - self.initial_mouse_x
scale = self.initial_scale + (delta / 100.0)
scale = max(0.1, scale) # Minimum scale
# Apply to active object
context.active_object.scale = (scale, scale, scale)
elif event.type == 'LEFTMOUSE':
return {'FINISHED'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
# Cancel - restore initial scale
context.active_object.scale = (
self.initial_scale,
self.initial_scale,
self.initial_scale
)
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.active_object:
self.initial_mouse_x = event.mouse_x
self.initial_scale = context.active_object.scale[0]
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "No active object")
return {'CANCELLED'}
```
得:互動運算應鼠、左確、ESC 撤。
敗:察事型、確模處加、理無活物。
### 六:加件包
組碼為可裝加件:
```python
bl_info = {
"name": "Custom Tools",
"author": "Your Name",
"version": (1, 0, 0),
"blender": (3, 0, 0),
"location": "View3D > Add > Mesh",
"description": "Collection of custom modeling tools",
"category": "Add Mesh",
}
import bpy
# Import operator classes
from .operators import OBJECT_OT_generate_spiral
classes = (
OBJECT_OT_generate_spiral,
# Add other classes
)
def menu_func(self, context):
"""Add to menu."""
self.layout.operator(OBJECT_OT_generate_spiral.bl_idname)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.VIEW3D_MT_mesh_add.append(menu_func)
def unregister():
bpy.types.VIEW3D_MT_mesh_add.remove(menu_func)
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()
```
得:加件經 Preferences 裝、運算現於菜。
敗:察 bl_info 式、驗 Blender 本需、確諸類列。
### 七:資導程序生
自外資生幾何:
```python
import csv
import json
def create_from_csv(filepath):
"""Generate objects from CSV data."""
with open(filepath, 'r') as f:
reader = csv.DictReader(f)
for row in reader:
# Parse data
name = row['name']
x, y, z = float(row['x']), float(row['y']), float(row['z'])
scale = float(row.get('scale', 1.0))
# Create object
bpy.ops.mesh.primitive_uv_sphere_add(location=(x, y, z))
obj = bpy.context.active_object
obj.name = name
obj.scale = (scale, scale, scale)
def create_from_json(filepath):
"""Generate scene from JSON configuration."""
with open(filepath, 'r') as f:
config = json.load(f)
# Process objects
for obj_config in config.get('objects', []):
obj_type = obj_config['type']
location = obj_config['location']
if obj_type == 'cube':
bpy.ops.mesh.primitive_cube_add(location=location)
elif obj_type == 'sphere':
bpy.ops.mesh.primitive_uv_sphere_add(location=location)
obj = bpy.context.active_object
obj.name = obj_config.get('name', 'Object')
# Apply material if specified
if 'material' in obj_config:
mat_name = obj_config['material']
mat = bpy.data.materials.get(mat_name)
if mat:
obj.data.materials.append(mat)
```
得:物自外資檔生。
敗:驗檔式、理缺欄、予默值。
## 驗
- [ ] 本於 Blender Python 行無誤
- [ ] 程序幾何如期生
- [ ] 動鍵插於正幀
- [ ] 批操處諸檔
- [ ] 自運算現於搜並正行
- [ ] 模運算應鼠/鍵
- [ ] 加件裝/卸潔
- [ ] 外資檔正解
- [ ] 誤理覆邊例
- [ ] 碼循 PEP 8
## 忌
1. **加件循入**:用相對入、慎組模
2. **運算名**:bl_idname 必小寫單底線(類.名)
3. **屬型**:用正 bpy.props 型(FloatProperty、IntProperty 等)
4. **境訪**:非諸運算於諸境(視口 vs 繪)
5. **BMesh 清**:`bm.to_mesh()` 後恆 `bm.free()` 防漏
6. **動鍵時**:幀始 1 非 0
7. **驅式誤**:驗式、用安名空
8. **模運算阻**:勿阻於 modal()、用非阻操
9. **加件裝徑**:置於 Blender scripts/addons
10. **本相容**:API 跨本變、文錄需
## 參
- **[create-3d-scene](../create-3d-scene/SKILL.md)**
- **[render-blender-output](../render-blender-output/SKILL.md)**
- **[create-r-package](../../r-packages/create-r-package/SKILL.md)**
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