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script-blender-automation

pjt222
Updated 2 days ago
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About

This skill generates Blender Python scripts using the bpy API to automate procedural modeling, animation, and batch processing tasks. It is designed for automating repetitive workflows, creating custom add-ons, and integrating Blender with external data pipelines. Use it for advanced automation like generating geometry from algorithms or setting up batch rendering with parameter variations.

Quick Install

Claude Code

Recommended
Primary
npx skills add pjt222/agent-almanac -a claude-code
Plugin CommandAlternative
/plugin add https://github.com/pjt222/agent-almanac
Git CloneAlternative
git clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/script-blender-automation

Copy and paste this command in Claude Code to install this skill

Documentation

Script Blender Automation

Advanced Blender Python scripting for procedural modeling, keyframe animation, batch ops, operator registration, add-on development. Covers complex geometry generation, automated workflows, integration with external data sources.

When Use

  • 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 for workflow enhancement
  • Integrating Blender with external data pipelines or APIs
  • Scripting complex animations with mathematical precision
  • Developing reusable tools for team workflows

Inputs

InputTypeDescriptionExample
Automation requirementsSpecificationTask description, parameters, constraintsRender 100 variations, animate path from data
Data sourcesFiles/APIsExternal data for procedural generationCSV coordinates, JSON parameters, API responses
Algorithm definitionsCode/MathProcedural generation logicFractal patterns, parametric curves, L-systems
Operator specificationsRequirementsCustom tool behavior and UITool name, properties, modal interaction
Animation parametersKeyframes/DataTiming, easing, constraintsFrame ranges, interpolation curves

Steps

1. Procedural Geometry Generation

Make mesh geometry programmatically with BMesh.

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

Got: Complex geometry generated from math functions

If fail: Check BMesh API calls, verify vertex indexing, ensure faces manifold

2. Keyframe Animation Automation

Script animation keyframes + drivers.

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"

Got: Keyframes inserted, animation plays back correct

If fail: Check property paths, verify data_path syntax, ensure objects keyable

3. Batch Processing Operations

Process multiple objects or files in batch.

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)

Got: Multiple files processed, renders made for each variant

If fail: Check file paths exist, verify import operators, handle missing materials

4. Custom Operator Development

Make custom operators for reusable tools.

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()

Got: Operator appears in search, executes with proper undo support

If fail: Check bl_idname format (lowercase with underscores), verify property types

5. Modal Operator for Interactive Tools

Make interactive modal operators.

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'}

Got: Interactive operator responds to mouse, left-click confirms, ESC cancels

If fail: Check event types, ensure modal handler added, handle no active object

6. Add-on Packaging

Structure code as installable add-on.

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()

Got: Add-on installs via Preferences, operators appear in menus

If fail: Check bl_info format, verify Blender version requirement, ensure all classes listed

7. Data-Driven Procedural Generation

Generate geometry from external data.

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)

Got: Objects made based on external data files

If fail: Validate file format, handle missing fields, provide defaults

Checks

  • Scripts run without errors in Blender Python env
  • Procedural geometry generates as expected
  • Animation keyframes inserted at correct frames
  • Batch ops process all files successfully
  • Custom operators appear in search, execute correct
  • Modal operators respond to mouse/keyboard events
  • Add-ons install + uninstall cleanly
  • External data files parsed correct
  • Error handling covers edge cases
  • Code follows PEP 8 style

Pitfalls

  1. Circular imports in add-ons: Use relative imports, structure modules carefully
  2. Operator naming: bl_idname must be lowercase with single underscore (category.name)
  3. Property types: Use correct bpy.props types (FloatProperty, IntProperty, etc.)
  4. Context access: Not all operators work in all contexts (viewport vs render)
  5. BMesh cleanup: Always call bm.free() after bm.to_mesh() to prevent memory leaks
  6. Animation keyframe timing: Frame numbers start at 1, not 0
  7. Driver expression errors: Validate expressions, use safe namespace
  8. Modal operator blocking: Do not block in modal(), use non-blocking ops
  9. Add-on installation paths: Place in Blender's scripts/addons directory
  10. Version compatibility: API changes between Blender versions, document requirements

See Also

GitHub Repository

pjt222/agent-almanac
Path: i18n/caveman/skills/script-blender-automation
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