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Certainly! You-WPS Office
Certainly! You-WPS Office
You can use the following Python script in Blender's text editor to create a simple animation
of the word "Ziggurat" rotating and spinning for one minute:
```python
import bpy
text_obj = bpy.context.active_object
text_obj.data.body = "Ziggurat"
text_obj.rotation_euler = (0, 0, 0)
text_obj.keyframe_insert(data_path="rotation_euler", frame=1)
bpy.ops.transform.rotate(value=radians(360), orient_axis='Z')
text_obj.keyframe_insert(data_path="rotation_euler", frame=1)
text_obj.rotation_euler = (0, 0, 0)
Copy and paste this code into Blender's text editor. You can adjust the frame count and other
parameters as needed. To run the script, click the "Run Script" button in the text editor or use the Alt+P
shortcut. This script creates a text object with the word "Ziggurat" and animates it by rotating and
spinning over the specified frame range.
Certainly! Here's an updated Python script that includes setting the word color to blue, adjusting the
camera, and making the animation more visually appealing:
```python
import bpy
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
text_obj = bpy.context.active_object
text_obj.data.body = "Ziggurat"
material = bpy.data.materials.new(name="BlueMaterial")
text_obj.rotation_euler = (0, 0, 0)
text_obj.keyframe_insert(data_path="rotation_euler", frame=1)
bpy.ops.transform.rotate(value=radians(360), orient_axis='Z')
text_obj.keyframe_insert(data_path="rotation_euler", frame=1)
text_obj.rotation_euler = (0, 0, 0)
# Set up camera
camera = bpy.context.active_object
bpy.ops.object.select_all(action='DESELECT')
camera.select_set(True)
bpy.context.view_layer.objects.active = camera
camera.keyframe_insert(data_path="location", frame=1)
camera.keyframe_insert(data_path="rotation_euler", frame=1)
```
This script creates a blue material for the text, adjusts the camera position and rotation, and sets
keyframes for both the text and the camera to create an attractive animation. Adjust the frame count
and other parameters as needed.
import bpy
cube = bpy.context.active_object
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.transform.translate(value=(0, 0, 1))
bpy.ops.object.mode_set(mode='OBJECT')
# Example of applying a subdivision surface modifier for smoother geometry
subsurf.levels = 3
subsurf.render_levels = 3
import bpy
import random
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
bpy.ops.object.select_by_type(type='MATERIAL')
bpy.ops.object.material_slot_remove()
text_obj = bpy.context.active_object
text_obj.data.body = "Ziggurat"
material = bpy.data.materials.new(name="BlueMaterial")
material.diffuse_color = (0, 0, 1, 1) # RGB values, last is alpha (transparency)
text_obj.data.materials.append(material)
text_obj.rotation_euler = (0, 0, 0)
text_obj.keyframe_insert(data_path="rotation_euler", frame=1)
# Create bubbles
for _ in range(50):
bpy.ops.mesh.primitive_uv_sphere_add(radius=random.uniform(0.1, 0.5),
location=(random.uniform(-5, 5), random.uniform(-5, 5), random.uniform(1, 5)))
bubble = bpy.context.active_object
bubble.location.z -= random.uniform(2, 5)
# Set up camera
camera = bpy.context.active_object
bpy.ops.object.select_all(action='DESELECT')
camera.select_set(True)
bpy.context.view_layer.objects.active = camera
# Set keyframes for camera animation
camera.keyframe_insert(data_path="location", frame=1)
camera.keyframe_insert(data_path="rotation_euler", frame=1)
import bpy
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
text_obj = bpy.context.active_object
text_obj.data.body = "Bubble"
text_obj.data.materials.append(material)
text_obj.data.extrude = 0.1
text_obj.data.size = 2.0
# Set up camera
camera = bpy.context.active_object
bpy.ops.object.select_all(action='DESELECT')
camera.select_set(True)
bpy.context.view_layer.objects.active = camera
camera.keyframe_insert(data_path="location", frame=1)
camera.keyframe_insert(data_path="rotation_euler", frame=1)
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
bpy.ops.mesh.primitive_human_add()
bpy.context.view_layer.objects.active = bpy.context.selected_objects[0]
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.extrude_region_move(TRANSFORM_OT_translate={"value":(0, 0, -1)})
bpy.ops.object.mode_set(mode='OBJECT')
mat = bpy.data.materials.new(name="BlueMaterial")
bpy.context.object.data.materials.append(mat)
bpy.context.object.data.materials[0] = mat
bpy.context.object.name = "MaleCharacter"
bpy.context.object.location = (0, 0, 0)
bpy.context.object.scale = (1, 1, 1)
bpy.context.view_layer.update()
bpy.ops.wm.save_as_mainfile(filepath="/path/to/your/file.blend")
import bpy
import random
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
for i in range(grid_size):
for j in range(grid_size):
x = i * (2 + street_width)
y = j * (2 + street_width)
bpy.ops.wm.read_factory_settings(use_empty=True)
create_street_grid(5, 1)
bpy.ops.view3d.camera_to_view_selected()
# Update the scene
bpy.context.view_layer.update()
bpy.ops.wm.save_as_mainfile(filepath='path_to_save.blend')
import bpy
import random
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
building = bpy.context.active_object
street = bpy.context.active_object
num_buildings = 20
num_streets = 5
for _ in range(num_buildings):
x = random.uniform(-50, 50)
y = random.uniform(-50, 50)
z=0
for _ in range(num_streets):
x = random.uniform(-50, 50)
y = random.uniform(-50, 50)
z=0
import bpy
import math
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_by_type(type='MESH')
bpy.ops.object.delete()
def create_tree():
bpy.ops.object.mode_set(mode='EDIT')
for i in range(4):
bpy.ops.mesh.extrude_region_move(TRANSFORM_OT_translate={"value":(0, 0, 1)})
bpy.ops.transform.rotate(value=math.radians(45), orient_axis='Z')
bpy.ops.object.mode_set(mode='OBJECT')
def add_realistic_colors(obj):
material = bpy.data.materials.new(name="TreeMaterial")
obj.data.materials.append(material)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.material_slot_assign()
mat_nodes = material.node_tree.nodes
noise_texture = mat_nodes.new(type='ShaderNodeTexNoise')
mat_nodes.link(noise_texture.outputs[0], shader_node.inputs[0])
create_tree()
# Select the tree object
tree_object = bpy.context.active_object
add_realistic_colors(tree_object)