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

__author__ = 'thoth'

import bpy

#http://blender.stackexchange.com/questions/52966/what-workflow-should-we-use-to-create-a-text-object-that-requires-characters-fro

#http://www.fonts101.com/search/greek

from math import *


def construct_glyph(code_point, font, prefix, body = None):
    if body is None:
        body = chr(code_point)

    name = prefix + chr(code_point)
    curve = bpy.data.curves.new(name, 'FONT')
    curve.body = body
    curve.font = font
    curve.font_italic = font
    curve.font_bold = font
    curve.font_bold_italic = font
    obj = bpy.data.objects.get(name)
    if obj is None:
        obj = bpy.data.objects.new(name, curve)
    else:
        obj.data = curve
    try:
        bpy.context.scene.objects.link(obj)
    except:
        pass
    obj.layers = [j == 19 for j in range(len(obj.layers))]
    b = code_point % 16
    a = floor(code_point / 16)
    obj.location = (a, -b, -8)


def construct_font_objects(font, prefix, start, end, bodies = None):

    for code_point in range(start, end+1):
        if bodies is None:
            body = None
        else:
            body = bodies[code_point-start]
        construct_glyph(code_point, font, prefix, body)


def mission1():
    f1 = bpy.data.fonts[0]
    f2 = bpy.data.fonts['StandardGreekItalic']
    construct_font_objects(f1, "my_font_", 32, 126) # english ASCII
    construct_font_objects(f2, "my_font_", 0x390, 0x3af,
                           "@ABGDEZHQIKLMNXO"
                           +"PR?STUFCYW??\u00ae\u0161\u00bb\u2026")
    construct_font_objects(f2, "my_font_", 0x390, 0x3c9,
                           "@ABGDEZHQIKLMNXO"
                           +"PR?STUFCYW??\u00ae\u0161\u00bb\u2026"
                           +"@abgdezhqiklmnxo"
                           +"pr?stufcyw")

def mission2():
    name = "demo"
    curve = bpy.data.curves.get(name)
    if curve is None:
        curve = bpy.data.curves.new(name, 'FONT')
    curve.body = "psi = '\u03a8'? xi='\u039e'"
    curve.body = "Greeks call it ελληνικά, right?"
    # \u03b5\u03bb\u03bb\u03b7\u03bd\u03b9\u03ba\u03ac
    curve.family = "my_font_"
    curve.size = 2
    # as of 2.77 this technique seems to not work well for unicode code points
    
    obj = bpy.data.objects.get(name)
    if obj is None:
        obj = bpy.data.objects.new(name, curve)
    else:
        obj.data = curve
    obj.dupli_type = 'VERTS'
    try:
        bpy.context.scene.objects.link(obj)
    except:
        pass


def mission3():
    str = "ελληνικά"
    out = ""
    for i in str:
        out += "\\u%04x"%ord(i)
    print(out)

#
#
#

mission1()
mission2()

Blender python API quick-start

Syntax highlighting by Pygments.