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 os
import os.path
import re

def build_directory_dictionary(scn):
    """
    :param scn:
    :return: a dictionary mapping from image sequence directory to the strip that references the directory
    """
    rval = {}
    for strip in scn.sequence_editor.sequences_all:
        if strip.type == 'IMAGE':
            rval[strip.directory] = strip
    return rval


def end_of_channel(channel, scn):
    """
    :param channel:
    :param scn:
    :return: the frame number after the last strip in channel
    """
    rval = 1
    for strip in scn.sequence_editor.sequences:
        if channel != strip.channel:
            continue # it is in a different channel, skip it
        t = strip.frame_start + strip.frame_final_duration
        print("%s in %d ends %d"%(strip.name, strip.channel, t))
        if (t>rval):
            rval = t
    return rval

def make_strip_from(dirname, pngs, scn):

    name = os.path.basename(dirname)
    channel = 3

    t = end_of_channel(channel, scn)

    # make a beginning still to give the viewer's eyeballs a break.
    strip0 = scn.sequence_editor.sequences.new_image(name+" pre", os.path.join(dirname, pngs[0]), channel, t)
    strip0.frame_final_duration = scn.render.fps

    t = t + strip0.frame_final_duration

    # now we go into the animation
    strip = scn.sequence_editor.sequences.new_image(name, os.path.join(dirname, pngs[0]), channel, t)
    for str in pngs[1:]:
        strip.elements.append(str)

    t = t + strip.frame_final_duration

    # and finish by holding on the final image.
    strip9 =scn.sequence_editor.sequences.new_image(name+" post", os.path.join(dirname, pngs[-1]), channel, t)
    strip9.frame_final_duration = scn.render.fps

    # I hate bpy.ops.  It requires me to futz with editor state
    for s2 in scn.sequence_editor.sequences_all:
        s2.select = False
    strip0.select = True
    strip.select = True
    strip9.select = True

    bpy.ops.sequencer.meta_make()

    meta = scn.sequence_editor.active_strip

    meta.name = name

    # strip.update()


def make_strip_for(dirname, scn):
    """
    if dirname has some blender rendered PNGs in it, make an image strip from them
    :param dirname:
    :param scn:
    :return:
    """
    rx = re.compile(r"^\d{4}\.png$")
    pngs = []
    for name in os.listdir(dirname):
        if re.search(rx, name) is None:
            continue
        pngs.append(name)
    print("%s [%d]"%(dirname, len(pngs)))
    if 1> len(pngs):
        return # nothing to build a strip from
    pngs.sort()

    make_strip_from(dirname, pngs, scn)


def make_strips_for_all_in(dirname, scn, preexisting=None, predicate = lambda name: True):
    """iterate through all the subdirectories of dirname
    and make VSE strips for them if we don't have them in the scene already
    """
    if preexisting is None:
        preexisting = build_directory_dictionary(scn)

    for name in os.listdir(dirname):
        full = os.path.join(dirname, name)

        if preexisting.get(full+"/") is None:
            print("no strip for %s"%full)
            if (os.path.isdir(full)):
                make_strip_for(full, scn)

#

Blender python API quick-start

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