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

# for http://blender.stackexchange.com/questions/40711/how-to-convert-quaternions-keyframes-to-euler-ones-in-several-actions

import bpy

def get_or_create_fcurve(action, data_path, array_index=-1, group=None):
    for fc in action.fcurves:
        if fc.data_path == data_path and (array_index<0 or fc.array_index == array_index):
            return fc

    fc = action.fcurves.new(data_path, array_index)
    fc.group = group
    return fc

def add_keyframe_euler(action, euler, frame, bone_prefix, group):
    for i in range(len(euler)):
        fc = get_or_create_fcurve(action, bone_prefix+"rotation_euler", i, group)
        pos = len(fc.keyframe_points)
        fc.keyframe_points.add(1)
        fc.keyframe_points[pos].co = [frame, euler[i]]
        fc.update()


def frames_matching(action, data_path):
    frames = set()
    for fc in action.fcurves:
        if fc.data_path == data_path:
            fri = [kp.co[0] for kp in fc.keyframe_points]
            frames.update(fri)
    return frames


def fcurves_group(action, data_path):
    for fc in action.fcurves:
        if fc.data_path == data_path and fc.group is not None:
            return fc.group
    return None


def convert_quaternion_to_euler(action, obj, order):

    bone_prefixes = set()
    for fc in action.fcurves:
        if fc.data_path == "rotation_quaternion" or fc.data_path[-20:]==".rotation_quaternion":
            bone_prefixes.add(fc.data_path[:-19])


    for bone_prefix in bone_prefixes:
        if (bone_prefix == ""):
            bone = obj
        else:
            bone = eval("obj."+bone_prefix[:-1]) # I wish I knew a better way to do this

        data_path = bone_prefix + "rotation_quaternion"
        frames = frames_matching(action, data_path)
        group = fcurves_group(action, data_path)

        for fr in frames:
            quat = bone.rotation_quaternion.copy()
            for fc in action.fcurves:
                if fc.data_path == data_path:
                    quat[fc.array_index] = fc.evaluate(fr)
            euler = quat.to_euler(order)

            add_keyframe_euler(action, euler, fr, bone_prefix, group)
            bone.rotation_mode = order
#
#

scn = bpy.context.scene
obj = bpy.context.active_object
order='XYZ'
convert_quaternion_to_euler(obj.animation_data.action, obj, order)

Blender python API quick-start

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