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 math

class Dropper:
    def __init__(self, nx, dx, ny, dy, x0=0, y0=0, z0=40):
        self.nx = nx
        self.dx = dx
        self.ny = ny
        self.dy = dy
        self.x0 = x0
        self.y0 = y0
        self.z0 = z0

    def location_for(self, i):
        u = i % self.nx
        i_ = math.floor(i / self.nx)
        v = i_ % self.ny
        i_ = math.floor(i_ / self.ny)
        print("%d, %d" % (u, v))
        x = self.x0 + u * self.dx
        y = self.y0 + v * self.dy
        loc = (x, y, self.z0 + i_ * 2)
        return loc

    def drop_location_for(self, i):
        layer=1;
        while True:
            if (i<layer*layer):
                return self.drop_location_for_layer(layer, i)
            i = i -layer*layer
            layer = layer+1

    def drop_location_for_layer(self, layer, i):
        u = i%layer
        v = math.floor(i/layer)

        x = self.x0 + (u-layer/2)*self.dx
        y = self.y0 + (v-layer/2)*self.dy
        return (x,y,10)

    def drop(self, template, n, preexisting):
        scn = bpy.context.scene
        name = "pileable"

        for i in range(n):
            if i < len(preexisting):
                obj = preexisting[i]
            else:
                obj = bpy.data.objects.new(name, template.data)

                scn.objects.link(obj)

                #

                obj.select = True
                scn.objects.active = obj
                bpy.ops.rigidbody.objects_add(type='ACTIVE')

                obj.select = False

            obj.location = self.location_for(i)

            #

            frame = i*3+3
            frame = 30+7*math.sqrt(i)
            frame = 30+ 20*math.pow(i, 0.3333)

            fc1 = get_fcurve(obj.animation_data.action, "rigid_body.kinematic")
            set_keyframe_points(fc1, 'CONSTANT', [1,True], [frame-1,False])

            fc2 = get_fcurve(obj.animation_data.action, "rigid_body.enabled")
            set_keyframe_points(fc2, 'CONSTANT', [1, False], [frame, True])

            drop_loc = self.drop_location_for(i)
            for ai in range(3):
                fc3 = get_fcurve(obj.animation_data.action, "location", ai)
                set_keyframe_points(fc3, 'LINEAR', [1, obj.location[ai]], [frame-3, drop_loc[ai]])

def get_fcurve(action, data_path, index=0):
    for curve in action.fcurves:
        if (curve.data_path == data_path and index==curve.array_index):
            return curve
    return action.fcurves.new(data_path, index)

def set_keyframe_points(fcurve, ipo, *kps):
    l1 = len(fcurve.keyframe_points)
    l2 = len(kps)

    while (l1 > l2):
        fcurve.keyframe_points.remove(fcurve.keyframe_points[0])
        l1 = len(fcurve.keyframe_points)

    if (l1 < l2):
        fcurve.keyframe_points.add(l2-l1)

    for i in range(l2):
        fcurve.keyframe_points[i].co = kps[i]
        fcurve.keyframe_points[i].interpolation = ipo
#

scn = bpy.context.scene

d = Dropper(6, 2, 5, 2)
d.drop(bpy.data.objects["stackable"], 1000, [ obj for obj in scn.objects if obj.name[:8] == "pileable"])

Blender python API quick-start

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