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
from mathutils import *
import math
import random


def random_axis_element():

    rval = random.random()*2+1
    if 0==random.randint(0,1):
        return rval
    else:
        return -rval

def random_axis():
    return [ random_axis_element(),
             random_axis_element(),
             random_axis_element()]

def cyclic_wiggle_matrices(n):
    base = quaternion_sequence(n*2+1)

    rval = []
    for i in range(n+1):
        s = i/n
        t = 1-s

        m1 = base[i]
        (loc,q1,scale) = m1.decompose()
        m2 = base[i+n]
        (loc,q2,scale) = m2.decompose()

        (axis1, angle1) = q1.to_axis_angle()
        (axis2, angle2) = q2.to_axis_angle()

        mf = Matrix.Rotation(angle1*s, 4, axis1) * Matrix.Rotation(angle2*t, 4, axis2)

        rval.append(mf)

    print(rval[0])
    print(rval[-1])
    print(rval[0].inverted()*rval[-1])

    return rval


def quaternion_sequence(n):
    """we're assuming the armature is for a layered "urchin" and the layers are in order from center to edge
        """
    me = Matrix()

    print(me)

    axis = Vector(random_axis())

    rval = []
    for fr in range(n):

        speed = math.sin(fr*0.1) * 0.07

        wiggle = Matrix.Rotation(speed, 4, axis)

        #print(wiggle)

        me = wiggle*me
        (loc,rot,scale) = me.decompose()
        rval .append( me.copy() )

        # change the axis a little
        precession = Matrix.Rotation(0.2, 4, random_axis())
        axis = precession * axis

    return rval

def animate_wiggle(armature, frame_start, frame_end):
    """we're assuming the armature is for a layered "urchin" and the layers are in order from center to edge
        """
    armature.animation_data_clear()
    m0 = armature.pose.bones[0].matrix_basis

    print(m0)


    for i in range(len(armature.pose.bones)):
        bone = armature.pose.bones[i]
        bone.matrix_basis.identity()

    axis = Vector(random_axis())

    count = frame_end - frame_start + 1
    matrix_sequence = cyclic_wiggle_matrices(count)

    for j in range(count):
        fr = j+frame_start

        wiggle = matrix_sequence[j]

        for i in range(len(armature.pose.bones)):
            bone = armature.pose.bones[i]

            # wiggle the bones in world space
            bone.matrix =wiggle

            f2 = fr +i
            if f2 > frame_end:
                f2 = f2 - count
            # keyframe, but each layer is offset in time
            armature.keyframe_insert(data_path="pose.bones[\"%s\"].rotation_quaternion"%bone.name, frame=f2)


#

armature = bpy.context.active_object
animate_wiggle(armature, 1,15*30)

Blender python API quick-start

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