---
name: scripting-blender-python
description: Automatiza tareas en Blender y crea modelos 3D procedurales mediante scripts Python con la API bpy. Permite procesar archivos .blend en masa, construir geometría paramétrica y exportar modelos en distintos formatos desde la terminal.
license: Apache-2.0
metadata:
  id: 0b3dd724
  slug: scripting-blender-python
  titulo: "Scripting Blender con Python"
  servicio: Branding-Diseno
  categoria_recurso: Imagen-Diseno
  tipo: automatizacion
  nivel: avanzado
  idioma: es
  idioma_original: en
  acceso: gratis
  precio_eur: 0
  plataformas: [Blender, Python, CLI]
  dependencias: [Blender 3.0+, bpy, bmesh, mathutils]
  licencia: { spdx: Apache-2.0, redistribuible: true, uso_comercial: true }
  fuente:
    repo: TerminalSkills/skills
    url: https://github.com/TerminalSkills/skills/tree/main/skills/blender-scripting
    commit: 77fa015
    autor: TerminalSkills
    nombre_original: blender-scripting
    duplicados_en: []
  seguridad: { veredicto: seguro, riesgo: bajo, escaneado: "2026-06-14", motor: "grep-estatico+auditor-llm" }
  ficha:
    que_hace: "Genera y manipula escenas 3D en Blender mediante scripts Python ejecutados desde la terminal, sin necesidad de abrir la interfaz gráfica."
    como_lo_hace: "Usa la API bpy de Blender en modo headless (--background) para crear objetos, aplicar modificadores, construir mallas con bmesh y exportar a OBJ/FBX/GLB."
  content_hash: "0b3dd7249ae95776777340e6debfaaef276f45ff6c566c85acb93fc2cf7dbaed"
  version: 1.0.0
---

# Blender Scripting

## Overview

Automate Blender tasks and create 3D models procedurally using Python and the `bpy` API. Run scripts headlessly from the terminal to manipulate scenes, build geometry with bmesh, apply modifiers, batch process files, and import/export models.

## Instructions

### 1. Run scripts from the terminal

```bash
blender --background --python script.py
blender myfile.blend --background --python script.py
blender --background --python script.py -- --output /tmp/result.png --scale 2.0
```

### 2. Scene setup and cleanup

```python
import bpy

def clear_scene():
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete(use_global=False)
    for block in bpy.data.meshes:
        if block.users == 0:
            bpy.data.meshes.remove(block)
```

### 3. Create and transform objects

```python
import bpy, math
from mathutils import Vector

bpy.ops.mesh.primitive_cube_add(size=2, location=(0, 0, 0))
cube = bpy.context.active_object
cube.location = (3, 0, 1)
cube.rotation_euler = (0, 0, math.radians(45))
cube.scale = (1, 2, 0.5)
```

### 4. Build meshes from raw data

```python
vertices = [(-1,-1,0), (1,-1,0), (1,1,0), (-1,1,0),
            (-1,-1,2), (1,-1,2), (1,1,2), (-1,1,2)]
faces = [(0,1,2,3), (4,5,6,7), (0,1,5,4), (2,3,7,6), (0,3,7,4), (1,2,6,5)]

mesh = bpy.data.meshes.new("CustomBox")
mesh.from_pydata(vertices, [], faces)
mesh.update()
obj = bpy.data.objects.new("CustomBox", mesh)
bpy.context.collection.objects.link(obj)
```

### 5. Use bmesh for advanced mesh editing

```python
import bmesh

bm = bmesh.new()
v1 = bm.verts.new((0, 0, 0))
v2 = bm.verts.new((1, 0, 0))
v3 = bm.verts.new((1, 1, 0))
v4 = bm.verts.new((0, 1, 0))
bm.faces.new((v1, v2, v3, v4))

bmesh.ops.extrude_face_region(bm, geom=bm.faces[:])
bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=2)

mesh = bpy.data.meshes.new("Result")
bm.to_mesh(mesh)
bm.free()
obj = bpy.data.objects.new("Result", mesh)
bpy.context.collection.objects.link(obj)
```

### 6. Apply modifiers

```python
obj = bpy.context.active_object

sub = obj.modifiers.new("Subdivision", 'SUBSURF')
sub.levels = 2

mirror = obj.modifiers.new("Mirror", 'MIRROR')
mirror.use_axis = (True, False, False)

array = obj.modifiers.new("Array", 'ARRAY')
array.count = 5
array.relative_offset_displace = (1.1, 0, 0)

solid = obj.modifiers.new("Solidify", 'SOLIDIFY')
solid.thickness = 0.1

bevel = obj.modifiers.new("Bevel", 'BEVEL')
bevel.width = 0.05
bevel.segments = 3

# Apply permanently
bpy.context.view_layer.objects.active = obj
bpy.ops.object.modifier_apply(modifier="Subdivision")
```

### 7. Create curves

```python
curve_data = bpy.data.curves.new("MyCurve", type='CURVE')
curve_data.dimensions = '3D'
spline = curve_data.splines.new('BEZIER')
spline.bezier_points.add(3)
for i, (x, y, z) in enumerate([(0,0,0), (1,1,0), (2,0,1), (3,1,1)]):
    pt = spline.bezier_points[i]
    pt.co = (x, y, z)
    pt.handle_type_left = pt.handle_type_right = 'AUTO'
curve_data.bevel_depth = 0.1
obj = bpy.data.objects.new("MyCurve", curve_data)
bpy.context.collection.objects.link(obj)
```

### 8. Import and export

```python
bpy.ops.wm.obj_import(filepath="/path/model.obj")
bpy.ops.import_scene.fbx(filepath="/path/model.fbx")
bpy.ops.import_scene.gltf(filepath="/path/model.glb")
bpy.ops.wm.obj_export(filepath="/path/output.obj")
bpy.ops.export_scene.gltf(filepath="/path/output.glb", export_format='GLB')
```

### 9. Assign materials

```python
mat_red = bpy.data.materials.new("Red")
mat_red.diffuse_color = (1, 0, 0, 1)
obj.data.materials.append(mat_red)
for i, poly in enumerate(obj.data.polygons):
    poly.material_index = 0 if i % 2 == 0 else 1
```

### 10. Batch process files

```python
import glob
for filepath in glob.glob("/path/to/*.blend"):
    bpy.ops.wm.open_mainfile(filepath=filepath)
    for obj in bpy.data.objects:
        if obj.type == 'MESH':
            print(f"  {obj.name}: {len(obj.data.vertices)} verts")
    bpy.ops.wm.save_as_mainfile(filepath=filepath.replace(".blend", "_processed.blend"))
```

## Examples

### Example 1: Procedural spiral staircase

**User request:** "Generate a spiral staircase with 20 steps"

```python
import bpy, math

def create_spiral_staircase(steps=20, radius=3, height=6):
    bpy.ops.object.select_all(action='SELECT')
    bpy.ops.object.delete()
    step_height = height / steps
    for i in range(steps):
        angle = (2 * math.pi * i) / steps
        x, y = radius * math.cos(angle), radius * math.sin(angle)
        bpy.ops.mesh.primitive_cube_add(size=1, location=(x, y, i * step_height),
                                         scale=(1.5, 0.4, step_height * 0.8))
        bpy.context.active_object.rotation_euler.z = angle
    bpy.ops.mesh.primitive_cylinder_add(radius=0.2, depth=height, location=(0, 0, height/2))

create_spiral_staircase()
bpy.ops.wm.save_as_mainfile(filepath="/tmp/staircase.blend")
```

### Example 2: Export all mesh objects as separate OBJ files

**User request:** "Export every mesh in my .blend as a separate OBJ"

```python
import bpy, os
output_dir = "/tmp/exports"
os.makedirs(output_dir, exist_ok=True)
for obj in bpy.data.objects:
    if obj.type == 'MESH':
        bpy.ops.object.select_all(action='DESELECT')
        obj.select_set(True)
        bpy.context.view_layer.objects.active = obj
        bpy.ops.wm.obj_export(filepath=os.path.join(output_dir, f"{obj.name}.obj"),
                               export_selected_objects=True)
```

Run: `blender scene.blend --background --python export_all.py`

### Example 3: Procedural terrain from heightmap

**User request:** "Generate a terrain mesh using sine waves"

```python
import bpy, bmesh, math, random
bm = bmesh.new()
res, size = 50, 20
verts = []
for i in range(res):
    row = []
    for j in range(res):
        x, y = (i/res - 0.5) * size, (j/res - 0.5) * size
        z = math.sin(x*0.5) * math.cos(y*0.5) * 2 + random.uniform(-0.2, 0.2)
        row.append(bm.verts.new((x, y, z)))
    verts.append(row)
for i in range(res-1):
    for j in range(res-1):
        bm.faces.new((verts[i][j], verts[i+1][j], verts[i+1][j+1], verts[i][j+1]))
mesh = bpy.data.meshes.new("Terrain")
bm.to_mesh(mesh)
bm.free()
obj = bpy.data.objects.new("Terrain", mesh)
bpy.context.collection.objects.link(obj)
```

## Guidelines

- Always use `--background` when running from the terminal to skip the GUI
- Use `from_pydata()` for simple static meshes; use `bmesh` for advanced operations
- Always call `mesh.update()` after `from_pydata()` and `bm.free()` after bmesh
- Use `bpy.data` for direct data access (fast); use `bpy.ops` for complex operations
- Ensure correct object is active and selected before using operators
- For batch processing, save to new files (not overwrite originals) unless requested
- For large meshes (10k+ faces), prefer bmesh over repeated `bpy.ops` calls
- Link objects to a collection — unlinked objects won't appear in the scene
- Blender uses Z-up coordinates; account for this when importing from Y-up systems
- Use `mathutils` for vector math and matrix operations (bundled with Blender Python)
- Import/export operator names vary by Blender version; listed ones work for 3.6+
