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

import bpy
import bmesh
import math

def stripeMaterial():
    # create a new 3x1 image 
    i1 = bpy.data.images.new("stripe", 3, 1)

    # set the pixels of the tiny image
    i1.pixels = [
            #R,G,B,A,
    1,0,0,1, # red
    1,1,1,1, # white
    0,0,1,1] # blue

    # if we don't pack the image into the .blend, it will be lost when you re-load the project
    i1.pack(True)

    # create a texture for the image
    t1 = bpy.data.textures.new("stripe", 'IMAGE')
    t1.image = i1

    # give it sharp uninterpolated edges.
    t1.use_interpolation = False
    t1.filter_type = 'BOX'

    # put the texture on a material with UV coordinates
    m1 = bpy.data.materials.new('stripe')
    m1.texture_slots.add()
    m1.texture_slots[0].texture = t1
    m1.texture_slots[0].texture_coords = 'UV'
    m1.texture_slots[0].uv_layer = 'spiral'

    return m1


def pole(name, nFaces, z1):
    # this makes a simple open-ended cylinder.
    mesh = bpy.data.meshes.new(name)

    verts = []
    faces = []
    for i in range(nFaces):
        theta = math.pi*2 *i/nFaces
        c = math.cos(theta)
        s = math.sin(theta)
        verts.append( [ c,s,0])
        verts.append( [ c,s,z1])
        v1 = i*2
        v2 = v1+1
        v3 = v1+2
        v4 = v1+3
        if (v3>=2*nFaces):
            v3 = 0
            v4 = 1
        faces.append( [ v1, v3, v4, v2] )
    mesh.from_pydata(verts, [], faces)
    mesh.validate(True)
    mesh.show_normal_face = True

    obj = bpy.data.objects.new(name, mesh)

    return obj


def spiralUVs(mesh, xPlus):
    # add a UV layer called "spiral" and make it slanted.
    mesh.uv_textures.new("spiral")
    bm = bmesh.new()
    bm.from_mesh(mesh)

    bm.faces.ensure_lookup_table()

    uv_layer = bm.loops.layers.uv[0]

    nFaces = len(bm.faces)
    for fi in range(nFaces):
        x0 = fi*2/nFaces
        x1 = (fi+1)*2/nFaces
        bm.faces[fi].loops[0][uv_layer].uv = (x0, 0)
        bm.faces[fi].loops[1][uv_layer].uv = (x1, 0)
        bm.faces[fi].loops[2][uv_layer].uv = (xPlus+x1, 1)
        bm.faces[fi].loops[3][uv_layer].uv = (xPlus+x0, 1)
    bm.to_mesh(mesh)

# put the image behind the UV layer for the times when you're using the Multitexture shader on the 3D view.
def setPreviewTex(mesh, img):
    bm = bmesh.new()
    bm.from_mesh(mesh)
    tl = bm.faces.layers.tex.active
    if tl:
        for f in bm.faces:
            f[tl].image = img
    bm.to_mesh(mesh)


def cliche():
    # tie it all together
    obj = pole("stripes", 20, 5)

    bpy.context.scene.objects.link(obj)

    obj.data.materials.append(stripeMaterial())

    spiralUVs(obj.data,2)

    setPreviewTex(obj.data, obj.data.materials[0].texture_slots[0].texture.image)

#
#

cliche()

Blender python API quick-start

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