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


# for nodetype in bpy.types.ShaderNode.__subclasses__(): print(nodetype.__name__)

def allCurvesLinear(dataBlock):
    # since we can't set the interpolation type when we create the keyframes, adjust them afterward.
    for curve in dataBlock.animation_data.action.fcurves:
        for p in curve.keyframe_points:
            p.interpolation='LINEAR'


def keyframe_add(obj, data_path, interp, co):
    if obj.animation_data is None:
        obj.animation_data_create()
    if obj.animation_data.action is None:
        obj.animation_data.action = bpy.data.actions.new("%sAction"%obj.name) 
    fc = None
    for fc2 in obj.animation_data.action.fcurves:
        if (fc2.data_path==data_path):
            fc = fc2
            break
    if fc is None:
        fc = obj.animation_data.action.fcurves.new(data_path)
    base = len(fc.keyframe_points)
    fc.keyframe_points.add(1)
    fc.keyframe_points[base].interpolation = interp
    fc.keyframe_points[base].co = co

def keyframe_multiadd(obj, data_path, *beztri):
    if obj.animation_data is None:
        obj.animation_data_create()
    if obj.animation_data.action is None:
        obj.animation_data.action = bpy.data.actions.new("%sAction"%obj.name) 
    fc = None
    for fc2 in obj.animation_data.action.fcurves:
        if (fc2.data_path==data_path):
            fc = fc2
            break
    if fc is None:
        fc = obj.animation_data.action.fcurves.new(data_path)
    base = len(fc.keyframe_points)
    fc.keyframe_points.add(len(beztri))
    for i in range(len(beztri)):
        fc.keyframe_points[base+i].interpolation = beztri[i][0]
        fc.keyframe_points[base+i].co = beztri[i][1:]

def knotOverGreen(t0, green, t1, grey):
    rval = bpy.data.materials.new("knot")
    rval.diffuse_color = green
    rval.use_transparency = True

    i1 = bpy.data.images.load('//knot2.png')

    t1 = bpy.data.textures.new("knots", 'IMAGE')
    t1.image = i1

    rval.texture_slots.add()
    rval.texture_slots[0].texture = t1
    rval.texture_slots[0].texture_coords = 'UV'
    rval.texture_slots[0].uv_layer = "UVMap"
    
    return rval;

def popUpMaterial(knot, t0, t1, t2, t3):
    rval = bpy.data.materials.new("fadeIn")
    rval.use_transparency = True
    rval.diffuse_color=(1,1,0)
    rval.alpha = 0 # without this, the transparency doesn't work
    rval.use_nodes = True
    
  
    for node in rval.node_tree.nodes.values() :
        rval.node_tree.nodes.remove(node)

    m1 = rval.node_tree.nodes.new('ShaderNodeMaterial')
    m1.location = (0,200)
    m1.material = knot

    mix = rval.node_tree.nodes.new('ShaderNodeMixRGB')
    mix.location = (200,200)
    mix.inputs['Color1'].default_value= (1,1,1,1)

    no = rval.node_tree.nodes.new('ShaderNodeOutput')
    no.location = (400,200)

    l = rval.node_tree.links

    l.new(m1.outputs['Color'], mix.inputs['Color2'])

    l.new(mix.outputs['Color'], no.inputs['Color'])

    if True:
        keyframe_add(rval.node_tree, 'nodes["Output"].inputs["Alpha"].default_value', 'LINEAR', [t0, 0])
        keyframe_add(rval.node_tree, 'nodes["Output"].inputs["Alpha"].default_value', 'LINEAR', [t1, 1] )
        keyframe_multiadd(rval.node_tree, 'nodes["Mix"].inputs["Fac"].default_value',
                          [ 'LINEAR', t2, 0],
                          [ 'LINEAR', t3, 1] )
    else:
        no.inputs['Alpha'].default_value = 0
        rval.node_tree.keyframe_insert(data_path = 'nodes["Output"].inputs["Alpha"].default_value', frame=t0)
        no.inputs['Alpha'].default_value = 1
        rval.node_tree.keyframe_insert(data_path = 'nodes["Output"].inputs["Alpha"].default_value', frame=t1)
        
        data_path = 'nodes["Mix"].inputs["Fac"].default_value'
        mix.inputs["Fac"].default_value = 0
        rval.node_tree.keyframe_insert(data_path, frame=t2)
        mix.inputs["Fac"].default_value = 1
        rval.node_tree.keyframe_insert(data_path = 'nodes["Mix"].inputs["Fac"].default_value', frame=t3)
        
        allCurvesLinear(rval.node_tree)

    return rval

obj = bpy.context.active_object
if obj.data.uv_textures.get("UVMap") is None:
    obj.data.uv_textures.new("UVMap")

knot =knotOverGreen(120, [0,1,0], 900, [])


m1 = popUpMaterial(knot, 0,30,60,90)
obj.material_slots[0].material = m1

Blender python API quick-start

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