技能创建器
skill-creator
创建、改进和评估自定义技能,把专业流程转化为可重复使用的 AI 能力。
script-blender-automation【数据与研究】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-on…
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於 Blender 寫 Python 之本:程序之模、關鍵幀之動畫、批處理、操作子之註、附加之發。涵繁形之生、自動之流、與外數源之集。
| 入 | 類 | 述 | 例 |
|---|---|---|---|
| 自動之求 | 規 | 務述、參、限 | 渲百變、自數動路 |
| 數源 | 文件/API | 外數以為程序生 | CSV 坐標、JSON 參、API 應 |
| 算之定 | 碼/數 | 程序生之邏 | 分形、參曲線、L-系統 |
| 操作子之規 | 求 | 自定器之行與 UI | 器名、屬、模式之交互 |
| 動畫之參 | 關鍵幀/數 | 時、緩、限 | 幀範、插曲線 |
以 BMesh 程序立網形:
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:自數函生繁形 敗則:察 BMesh API 之呼,驗頂索之引,確面為流形
寫關鍵幀與驅動:
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:關鍵幀已插,動畫播放正 敗則:察屬之徑,驗 data_path 之語法,確物可下關鍵幀
批處諸物或諸文件:
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:諸文件皆處,每變皆生渲 敗則:察文徑存,驗導入之操作子,處缺材之事
立可重用之自定操作子:
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:操作子現於搜,行而支撤 敗則:察 bl_idname 之式(小寫加底線),驗屬之類
立交互模式之操作子:
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:交互之操作子應鼠,左擊確,ESC 取消 敗則:察事件之類,確模式之手已加,處無活物之例
碼結構為可裝之附加:
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:附加由偏好設置裝,操作子現於菜 敗則:察 bl_info 之式,驗 Blender 之版求,確諸類皆列
自外數生形:
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:物依外數文件生 敗則:驗文件之式,處缺域,供默值
bm.to_mesh() 後常呼 bm.free() 以防漏