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 bmesh
from mathutils import *

#
# take a mesh and alter it so that it has subdivided spikes.
# Each layer of spikes gets its own bone.
#

def average( coords):
    sum = Vector(coords[0])
    for i in range(1, len(coords)):
        sum = sum + coords[i]
    return sum / len(coords)

def fab_layer(verts, base_indices, layer, max_layers, max_radius):

    vavg = average( [ verts[vi] for vi in base_indices])

    tip = vavg * max_radius / vavg.magnitude

    rval_vi = []

    for i in range(len(base_indices)):
        v0 = verts[base_indices[i]]
        v1 = (v0 * (max_layers-layer) + tip*layer ) / max_layers
        idx = len(verts)
        rval_vi.append(idx)
        verts.append(v1)

    return rval_vi

def bridge_rings(faces, ring1, ring2):

    n = len(ring1)
    for i in range(n):
        v1 = ring1[i]
        v2 = ring1[ (i+1)%n]
        v3 = ring2[ (i+1)%n]
        v4 = ring2[i]
        faces.append( [ v1,v2,v3,v4] )

def spikify(proto, layers=5, max_radius=3):

    mesh = bpy.data.meshes.new("spikes")

    verts = [ v.co for v in proto.vertices ]
    faces = []

    vi_for_layer = [ [] for r in range(layers)]

    for poly in proto.polygons:
        if poly.select:
            # spikify this one
            old_ring = poly.vertices
            for r in range(layers):
                new_ring = fab_layer(verts, poly.vertices, r+1, layers, max_radius)

                vi_for_layer[r].extend(new_ring)
                bridge_rings(faces, old_ring, new_ring)

                old_ring = new_ring
            faces.append( old_ring)

    bpy.ops.object.mode_set(mode='OBJECT')
    mesh.from_pydata(verts, [], faces)

    for p in mesh.polygons:
        p.use_smooth=True

    obj = bpy.data.objects.new("spikes", mesh)

    #

    for layer in range(layers+1):
        vg = obj.vertex_groups.new("layer %d"%layer)
        if (layer==0):
            vg.add(range(len(proto.vertices)), 1, 'REPLACE')
        else:
            vg.add(vi_for_layer[layer-1], 1, 'REPLACE')

    #

    arm = bpy.data.armatures.new("spikes")
    ao = bpy.data.objects.new("armature.%s"%"spikes", arm)
    scn.objects.link(ao)

    scn.objects.active = ao
    bpy.ops.object.mode_set(mode='EDIT')

    for layer in range(layers+1):
        b = arm.edit_bones.new("layer %d"%layer)
        b.head = (0,0,0)
        if (layer >0) :
            z = max_radius * layer / layers
        else:
            z = -1
        # if we don't set the tail!=head, the bone disappears
        b.tail = (0,0, z)

    bpy.ops.object.mode_set(mode='OBJECT')

    #

    mod = obj.modifiers.new("armature", "ARMATURE")
    mod.object = ao

    #

    return obj


#if bpy.context.mode != 'EDIT':
#    bpy.ops.object.mode_set(mode='EDIT')

scn = bpy.context.scene
obj = spikify(bpy.context.active_object.data, 40, 10)
scn.objects.link(obj)

Blender python API quick-start

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