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 math import *
from mathutils import *

def fabricate_test_mesh(scn, res1, res2):

    radius = 0.4

    verts = []
    faces = []

    res22 = res2 * 2

    for su in range(res1):
        for sv in range(res1):
            for sw in range(res1):

                add_uvsphere(radius, res2, verts, faces, Vector([su, sv, sw]))
                print(len(faces))

    mesh = bpy.data.meshes.new("multisphere")
    mesh.from_pydata(verts, [], faces)
    mesh.validate(True)

    mats = bpy.data.materials[0:5]

    for mat in mats:
        mesh.materials.append(mat)

    polys_per_sphere = res2*res22
    for i in range(len(mesh.polygons)):
        u = i%(res22)
        v = floor( i%(polys_per_sphere) *2 / polys_per_sphere )
        w = floor(i / (polys_per_sphere))
        idx = floor(u*4 / res22) + 4*v + 8*w
        mesh.polygons[i].material_index = idx%len(mats)

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

    scn.objects.link(obj)


def add_uvsphere(radius, resolution, verts, faces, center=Vector([0,0,0])):

    res22 = 2*resolution

    vert = center + Vector([0, 0, -radius])
    verts.append(vert)

    for av in range(resolution-1):
        base = len(verts)
        for au in range(res22):
            theta = 2 * pi * au / (res22)
            phi = ((av + 1) / resolution - 0.5) * pi
            verts.append(center + Vector([cos(phi) * cos(theta) * radius,
                          cos(phi) * sin(theta) * radius,
                          sin(phi) * radius]) )
            i1 = base + au
            i2 = base + (au + 1) % (res22)
            if av == 0:
                faces.append([base - 1, i2, i1])
            else:
                faces.append([i1 - res22, i2 - res22, i2, i1])

    base = len(verts)
    verts.append(center+Vector([0, 0, radius]))

    for au in range(res22):
        i1 = base - res22 + au
        i2 = base - res22 + (au + 1) % (res22)
        faces.append([i1, i2, base])



def split_copy_mesh(obj, discriminant):

    accumulator = {}

    for polygon in obj.data.polygons:
        tag = discriminant(polygon)

        acc = accumulator.get(tag)
        if acc is None:
            acc = {
                "tag":tag,
                "verts":[],
                "faces":[],
                "materials":[],
                "vertMap": {}
            }
            accumulator[tag] = acc

        face = []
        for vi in polygon.vertices:
            vi2 = acc["vertMap"].get(vi)
            if vi2 is None:
                verts = acc["verts"]
                vi2 = len( verts )
                acc["vertMap"][vi] = vi2
                verts.append(obj.data.vertices[vi].co)
            face.append(vi2)
        acc["faces"].append(face)
        acc["materials"].append(polygon.material_index)

    rval = []
    for tag,acc in accumulator.items():
        print(tag)

        mesh = bpy.data.meshes.new(tag)
        #print(acc)
        mesh.from_pydata(acc["verts"], [], acc["faces"])
        mesh.validate(True)

        for mat in obj.data.materials:
            mesh.materials.append(mat)

        for i in range(len(mesh.polygons)):
            mesh.polygons[i].material_index = acc["materials"][i]

        obj = bpy.data.objects.new(tag, mesh)
        bpy.context.scene.objects.link(obj)
        rval.append(obj)

    return rval

#fabricate_test_mesh(bpy.context.scene, 3, 8)
copies = split_copy_mesh(bpy.data.objects['multisphere'], lambda p: "m%d"%p.material_index)

for obj in copies:
    obj.location = (5,0,0)

Blender python API quick-start

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