
This positions the cube at the x-y-z coordinates (3, 0, 0). The location attribute-one of the many bpy_types.Object attributes-contains the coordinates for your cube, that you can use to reposition it: bpy. The cube data type is bpy_types.Object you can confirm this by printing type() in the terminal or console. For instance, a cube-a three-dimensional mesh, composed of vertices-includes attributes for its dimensions, coordinates, and so on. An object’s data type determines its attributes. AttributesĪttributes are like variables that belong to objects. I won’t review every attribute and method in the Blender scripting API-there are far too many for that! Instead, I’ll use a few examples to help you discover what’s available you can use the API documentation for the rest.
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If you’re familiar with any object-oriented programming language, you’ve encountered attributes and methods before (and you’ve likely identified a few examples of these in the code so far). Next, you’ll manipulate the cube using different attributes and methods.

Index values begin at zero-so Camera is item 0, Cube is item 1, and so forth. You can address any object using its key (item name) or index (order in the sequence). When you run the script, it should display the following output in the terminal: Use the Python list() function with to print a list of the objects in your scene: print ( list ( bpy. With, you can address an object regardless of what’s active in the Blender interface. If you’re using bpy.context, you must select the cube in the 3D Viewport (so it’s outlined orange) to manipulate it with Python code. You can use bpy to select objects by name, their position in a sequence of objects, or some other property. More often, though, you’ll want to address objects via Python scripts without relying on what’s selected in the GUI. In part 2, you used the Python Console to affect the object selected in the 3D Viewport. For instance, you can use it to address specific items in the Outliner listing. Figure 3.2: The Outliner listing the Camera, Cube, and Lightīut there’s much more you can do with. If you added or removed anything from the scene, the changes to reflect the total number of objects. Recall that the bpy_collection part indicates there are three objects-a camera, cube, and a light (Figure 3.2). Run the script (using Alt-P or the ▶ button). Figure 3.1: Switch to the Scripting tab and start a new scriptĪdd the following lines to your new script to import bpy and print a list of the objects in your scene: import bpy print ( bpy. Switch to the Scripting tab (Figure 3.1), then click New in the Text Editor to create a new Python script.

NOTE: In addition to bpy, Blender includes several standalone modules, like aud for audio, and mathutils for manipulating matrices, eulers, quaternions and vectors. But when you’re writing Python scripts in the Text Editor (or any other code editor), you must add the necessary import line(s) before you can utilise bpy. In the Python Console, the bpy library is automatically imported and available to use immediately. It contains nine main modules that enable you to control Blender using Python those are bpy.app, bpy.context, bpy.data, bpy.msgbus, bpy.ops, bpy.path, bpy.props, bpy.types, and bpy.utils. The bpy library is what makes all of the magic happen.

You’re looking at a new scene with a cube located at an x-y-z coordinate of (0, 0, 0). If you have it open already, create a new Blender file using File > New > General.
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Of course, there’s plenty more to creative coding with Blender, but that’s all I cover in this short series of tutorials.īefore proceeding, launch Blender (using the command line).
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I’ll also touch on how to import code from other Python files, as well as using other code editors to write your Blender code. I’ll review the all-important bpy library using a selection of attributes and methods from the bpy.data module. To combine all of those techniques, you’ll create a wavy pattern of cones-a cool-looking animation that you can convert into a looping GIF. In this final part, you’ll learn some Blender scripting techniques-like how to address, manipulate, copy, and animate mesh primitives using code.
