brainstorming
brainstorming
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or planning anything new, in software or out of it (a talk, a business, a renovation).
blender-scriptingWrite and run Blender Python scripts for 3D automation and procedural modeling. Use when the user wants to automate Blender tasks, create 3D models from code, run headless scripts, manipulate scenes, batch process .blend files, build geometry with bmesh, apply modifiers, generate procedural shapes, or import/export 3D models using the bpy API.
Independent GitHub snapshot · Automated classification · Original documentation governs
Automate Blender tasks and create 3D models procedurally using Python and the bpy API. Run scripts headlessly from the terminal to manipulate scenes, build geometry with bmesh, apply modifiers, batch process files, and import/export models.
blender --background --python script.py
blender myfile.blend --background --python script.py
blender --background --factory-startup --python-exit-code 1 --python script.py -- --output /tmp/result.png --scale 2.0
Your own arguments go after --; read them in the script with sys.argv[sys.argv.index("--") + 1:]. Without --python-exit-code 1, Blender exits with status 0 even when the script raised an exception, so CI and shell && chains never notice the failure. --factory-startup ignores the user's saved preferences and add-ons for reproducible runs.
import bpy
def clear_scene():
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
for block in bpy.data.meshes:
if block.users == 0:
bpy.data.meshes.remove(block)
import bpy, math
from mathutils import Vector
bpy.ops.mesh.primitive_cube_add(size=2, location=(0, 0, 0))
cube = bpy.context.active_object
cube.location = (3, 0, 1)
cube.rotation_euler = (0, 0, math.radians(45))
cube.scale = (1, 2, 0.5)
vertices = [(-1,-1,0), (1,-1,0), (1,1,0), (-1,1,0),
(-1,-1,2), (1,-1,2), (1,1,2), (-1,1,2)]
faces = [(0,1,2,3), (4,5,6,7), (0,1,5,4), (2,3,7,6), (0,3,7,4), (1,2,6,5)]
mesh = bpy.data.meshes.new("CustomBox")
mesh.from_pydata(vertices, [], faces)
mesh.update()
obj = bpy.data.objects.new("CustomBox", mesh)
bpy.context.collection.objects.link(obj)
import bmesh
bm = bmesh.new()
v1 = bm.verts.new((0, 0, 0))
v2 = bm.verts.new((1, 0, 0))
v3 = bm.verts.new((1, 1, 0))
v4 = bm.verts.new((0, 1, 0))
bm.faces.new((v1, v2, v3, v4))
bmesh.ops.extrude_face_region(bm, geom=bm.faces[:])
bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=2)
mesh = bpy.data.meshes.new("Result")
bm.to_mesh(mesh)
bm.free()
obj = bpy.data.objects.new("Result", mesh)
bpy.context.collection.objects.link(obj)
obj = bpy.context.active_object
sub = obj.modifiers.new("Subdivision", 'SUBSURF')
sub.levels = 2
mirror = obj.modifiers.new("Mirror", 'MIRROR')
mirror.use_axis = (True, False, False)
array = obj.modifiers.new("Array", 'ARRAY')
array.count = 5
array.relative_offset_displace = (1.1, 0, 0)
solid = obj.modifiers.new("Solidify", 'SOLIDIFY')
solid.thickness = 0.1
bevel = obj.modifiers.new("Bevel", 'BEVEL')
bevel.width = 0.05
bevel.segments = 3
# Apply permanently
bpy.context.view_layer.objects.active = obj
bpy.ops.object.modifier_apply(modifier="Subdivision")
curve_data = bpy.data.curves.new("MyCurve", type='CURVE')
curve_data.dimensions = '3D'
spline = curve_data.splines.new('BEZIER')
spline.bezier_points.add(3)
for i, (x, y, z) in enumerate([(0,0,0), (1,1,0), (2,0,1), (3,1,1)]):
pt = spline.bezier_points[i]
pt.co = (x, y, z)
pt.handle_left_type = pt.handle_right_type = 'AUTO'
curve_data.bevel_depth = 0.1
obj = bpy.data.objects.new("MyCurve", curve_data)
bpy.context.collection.objects.link(obj)
bpy.ops.wm.obj_import(filepath="assets/chair.obj")
bpy.ops.import_scene.fbx(filepath="assets/chair.fbx")
bpy.ops.import_scene.gltf(filepath="assets/chair.glb")
bpy.ops.wm.obj_export(filepath="build/chair_out.obj")
bpy.ops.export_scene.gltf(filepath="build/chair_out.glb", export_format='GLB')
bpy.ops.wm.stl_export(filepath="build/chair_out.stl")
The OBJ operators are wm.obj_import / wm.obj_export; the old import_scene.obj / export_scene.obj were removed in 4.0. FBX and glTF stay under import_scene / export_scene.
mat_red = bpy.data.materials.new("Red")
bsdf = next(n for n in mat_red.node_tree.nodes if n.type == "BSDF_PRINCIPLED")
bsdf.inputs["Base Color"].default_value = (0.8, 0.05, 0.05, 1)
bsdf.inputs["Roughness"].default_value = 0.4
mat_red.diffuse_color = (0.8, 0.05, 0.05, 1) # viewport colour only
mat_grey = bpy.data.materials.new("Grey")
obj.data.materials.append(mat_red) # slot 0
obj.data.materials.append(mat_grey) # slot 1
for i, poly in enumerate(obj.data.polygons):
poly.material_index = 0 if i % 2 == 0 else 1
In Blender 5.0+ a new material already has a node tree with a Principled BSDF, and the use_nodes flag is deprecated (it warns and is due for removal in 6.0). On 4.x and older, set mat_red.use_nodes = True first. Find the node by type, not by its name, which is translated in non-English interfaces. diffuse_color affects only the viewport, not renders. A material_index needs a matching slot, so append both materials first.
import glob
for filepath in glob.glob("scenes/*.blend"):
bpy.ops.wm.open_mainfile(filepath=filepath)
for obj in bpy.data.objects:
if obj.type == 'MESH':
print(f" {obj.name}: {len(obj.data.vertices)} verts")
bpy.ops.wm.save_as_mainfile(filepath=filepath.replace(".blend", "_processed.blend"))
User request: "Generate a spiral staircase with 20 steps"
import bpy, math
def create_spiral_staircase(steps=20, radius=3, height=6):
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
step_height = height / steps
for i in range(steps):
angle = (2 * math.pi * i) / steps
x, y = radius * math.cos(angle), radius * math.sin(angle)
bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, i * step_height),
scale=(1.5, 0.4, step_height * 0.8))
bpy.context.active_object.rotation_euler.z = angle
bpy.ops.mesh.primitive_cylinder_add(radius=0.2, depth=height, location=(0, 0, height/2))
create_spiral_staircase()
bpy.ops.wm.save_as_mainfile(filepath="/tmp/staircase.blend")
User request: "Export every mesh in my .blend as a separate OBJ"
import bpy, os
output_dir = "/tmp/exports"
os.makedirs(output_dir, exist_ok=True)
for obj in bpy.data.objects:
if obj.type == 'MESH':
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
bpy.ops.wm.obj_export(filepath=os.path.join(output_dir, f"{obj.name}.obj"),
export_selected_objects=True)
Run: blender scene.blend --background --python export_all.py
User request: "Generate a terrain mesh using sine waves"
import bpy, bmesh, math, random
bm = bmesh.new()
res, size = 50, 20
verts = []
for i in range(res):
row = []
for j in range(res):
x, y = (i/res - 0.5) * size, (j/res - 0.5) * size
z = math.sin(x*0.5) * math.cos(y*0.5) * 2 + random.uniform(-0.2, 0.2)
row.append(bm.verts.new((x, y, z)))
verts.append(row)
for i in range(res-1):
for j in range(res-1):
bm.faces.new((verts[i][j], verts[i+1][j], verts[i+1][j+1], verts[i][j+1]))
mesh = bpy.data.meshes.new("Terrain")
bm.to_mesh(mesh)
bm.free()
obj = bpy.data.objects.new("Terrain", mesh)
bpy.context.collection.objects.link(obj)
--background when running from the terminal to skip the GUIfrom_pydata() for simple static meshes; use bmesh for advanced operationsmesh.update() after from_pydata() and bm.free() after bmeshbpy.data for direct data access (fast); use bpy.ops for complex operationsbpy.ops callsmathutils for vector math and matrix operations (bundled with Blender Python)