cloning
link-mesh-array.py
link-mesh.py

mesh fabrication
staircase.py
triangle-donut.py
vertexAccumulator.py
randomSquareArray.py
meshFromBathymetry.py
cylinders-from-list-of-radii.py
binary-image-to-mesh.py
sphere-minecraft-schematic.py
spikify.py
add-to-mesh.py
mobius-strip.py
split-copy-mesh.py

fabricating other objects
create-text.py
text-from-file.py
create-camera.py
create-bezier.py
helix-bezier.py

material slots
cube-copy-blue.py
cube-turns-red.py
red-blue-per-object.py

animation and fcurves
csv-to-fcurve-loc-rot.py
csv-to-fcurve.py
pop-in-material.py
spike-wiggle-2.py
spike-wiggle.py
sweep-animate-size.py
animate-cycles-lamp-strength.py

incorporating python libraries
exec-text-library.py
exec-external-python.py
import-python.py

constraints
camera-track-object.py
text-track-camera.py

shape keys
explore-shape-keys.py
shape-key-fin.py
docking-tube.py

animating curve bevel
data-graph.py

drivers
scan-drivers.py
copy-drivers.py
driver-fin.py
driver-multi-chain.py

UV layers
barber-pole.py
expand-uv-to-fit.py
uv-from-geometry-cubic.py
flip-texture-v-coordinate.py

modifiers
hook-modifier-curve.py
rounded-prisms.py
make-tile.py
remove-action-modifiers.py

NLAs
explore-NLAs.py
spinning-frogs.py

video sequence editor (VSE)
create-vse-image-strips.py
slide-show.py
vse-strip-gap.py

images and textures
image-on-mesh.py
image-to-material-node.py
load-image-texture.py
texture-one-cube-face.py
condense-duplicate-images.py

analytic geometry
animate-random-spin.py
camera-cone-exp-2.py
camera-cone-exp.py
compute-circle-center.py
dihedral-angle-from-xy.py
extrude-edge-along-custom-axis.py
orientation-matrix.py
two-spheres.py
bezier-interpolate.py
rotate-to-match.py

node trees
change-diffuse-to-emission-node.py

etc
add-plane-from-selected-vertices.py
adjust-all-materials.py
all-nodes-cycles-materials.py
bit_shift.py
bone-orientation-demo.py
cannonball-packing.py
comb.py
convert-quaternion-keyframes-to-euler.py
copy-location-from-vertex-group.py
create-cycles-material.py
demonstrate-decomposition-instability.py
dump-point-cache.py
dump-screen-layout-info.py
expand-nla-strips.py
explore-edge-bevel-weight.py
find-action-users.py
find-green-rectangle.py
find-new-objects.py
fix-scene-layers.py
generate-makefile.py
link-external-data-blocks.py
list-referenced-files.py
material-readout.py
movie-card-stack.py
movies-on-faces.py
next-file-name.py
object-font-from-regular-font.py
operator-mesh-gridify.py
particle-animator.py
particle_loop.py
pose-match.py
pose-sequence-to-fbx.py
prepare-texture-bake.py
raining-physics.py
random-pebble-material.py
reverse-keyframes.py
scale-parallelogram.py
screenshot-sequence.py
select-objects-in-modifiers.py
select-vertices.py
shift-layers.py
snapshot-keyframes-as-mesh.py
sphere-project-texture.py
squish-mesh-axis.py
subdivide-fcurve.py
thicken-texture.py
transform-selected.py
voronoi-madness.py

# https://blender.stackexchange.com/questions/82480/how-to-make-a-mobius-strip

import bpy
from math import *
from mathutils import *


def mobius_mesh(resolution, major_radius, minor_radius, thick):

    verts = []
    faces = []

    for i in range(resolution):

        theta = 2*pi * i/resolution
        phi = pi * i/resolution

        rot1 = Matrix.Rotation(phi, 3, [0,1,0])
        rot2 = Matrix.Rotation(theta, 3, [0,0,1])
        c1 = Vector([major_radius, 0, 0])
        v1 = rot2*(c1 + rot1 * Vector([-thick / 2, 0, minor_radius]) )
        v2 = rot2*(c1 + rot1 * Vector([thick / 2, 0, minor_radius]) )
        v3 = rot2*(c1 + rot1 * Vector([thick / 2, 0, -minor_radius]) )
        v4 = rot2*(c1 + rot1 * Vector([-thick / 2, 0, -minor_radius]) )

        i1 = len(verts)
        verts.extend([v1,v2,v3,v4])

        if i+1<resolution:
            ia = i1+4
            ib = i1+5
            ic = i1+6
            id = i1+7
        else:
            ia = 2
            ib = 3
            ic = 0
            id = 1

        # faces.append( [i1+j for j in range(4) ])
        faces.append( [i1,i1+1,ib,ia])
        faces.append( [i1+1,i1+2,ic,ib])
        faces.append( [i1+2,i1+3,id,ic])
        faces.append( [i1+3,i1,ia,id])

    #print (verts)
    #print (faces)
    mesh = bpy.data.meshes.new("mobius")
    mesh.from_pydata(verts, [], faces)
    mesh.validate(True)

    for p in mesh.polygons:
        p.use_smooth=True

    return mesh

def mission1(scn, resolution, major_radius, minor_radius, thick):

    mesh = mobius_mesh(resolution, major_radius, minor_radius, thick)

    obj = bpy.data.objects.new("mobius strip", mesh)
    scn.objects.link(obj)

    mod = obj.modifiers.new("edge split", 'EDGE_SPLIT')


mission1(bpy.context.scene, 36, 5, 1, 0.1)

Blender python API quick-start

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