Python-howto, Python-Scripts and Plug-Ins


I have both installed (on pc, not mac), and they sit quite peacefully side by side and support whichever application requires them. (they don’t take up much space, either). Hopefully, that should be ok for macs too.

I have added a number of python scripts for blender (offered at the Blender site) and they all work quite nicely too.


cant you please do one of these foe YAFRAY?!?! mine just doesnt want to work!



Hi Folks.

This script can be used to make cylinders interactively, 
  • As in changing parameters in the gui will update the mesh.

  • You can also make quarter cylinders, half cylinders with variable segments.

  • They can be tapered, so that some settings lead to cones and other interesting models.

  • New Object is created at 3d cursor location.

  • You can select/deselect top and bottom capping and if the cylinder is closed or not.

  • The settings are temporarily saved in blender’s registry, so that you can re-edit the selected object.

I have to make some low-level changes, but do report any bugs in this thread and features that you would like.

You can see the script in action in this [video demonstration](

Copy this code into a blender text-window and ALT+P

 # Blender Cylinder Generator
 # Author: Satish Goda (
 # Date: June 22, 2005
 # License: None.
 # Tested using Blender 2.37. The text editor had a tabspacing of 2
 # Usage: Press ALT+P in the text window and play with the sliders
 import Blender
 from Blender import Text, Object, NMesh, Scene, Window, Draw, Registry
 from Blender.BGL import glColor3f, glRectf, glRasterPos2i
 from math import cos, sin, tan, fabs, radians
 # function pointers to module functions
 Keys = Registry.Keys
 GetKey = Registry.GetKey
 SetKey = Registry.SetKey
 Face = NMesh.Face
 Button = Draw.Button
 DrawText = Draw.Text
 NewText = Text.New
 GetText = Text.Get
 Slider = Draw.Slider
 Toggle = Draw.Toggle
 # dictionary of all widgets and some of their properties
 dwidget = {
 	'h': 		[None, 5.0, "The height of the cylinder."],
 	'ang':	[None, 0.0, "Taper angle. If angle = 0.0, its a cylinder."],
 	'seg': 	[None, 5, "Number of segments in the object"], 
 	'brad': [None, 5.0, "The base radius of the cylinder."],
 	'turn': [None, 360.0, "Sweep angle of the cylinder."],
 	'tface': [None, 1, "Chose if the cylinder has a top face"],
 	'bface': [None, 1, "Choose if the cylinder has a bottom face"],
 	'closed': [None, 1, "Choose if the solid is closed or not if sweep < 360 degrees.", "Warning%t|Since turn == 360, toggle does not affect."],
 	'newob': [None, 0, "Create a new object"],
 	'selob': [None, 0, "Modify the selected object."],
 	'copyfrom': [None, 0, "Apply settings from the selected object."],
 	'quit': [None, 0, "Quit this script"],	
 datum = ['h', 'ang', 'seg', 'brad', 'turn', 'tface', 'bface', 'closed']
 newline, tab = '
', '	'
 skname = "BICG"
 selobname = None
 ob, me, sc, dBICG  = None, None, None, None
 def InitDataFile():
 	global dBICG
 	dBICG = GetKey(skname)
 	if not dBICG:
 		dBICG = d = {}
 		SetKey(skname, d)
 def DeselectAllObjects():
 	for object in Object.GetSelected():
 def GenerateVertices(me, rad, isegs, h, turn):
 	fanglestep = turn /float(isegs)
 	fangle = 0.0
 	while fangle < turn:
 		x = rad * cos(radians(fangle))
 		y = rad * sin(radians(fangle))
 		vert = NMesh.Vert(x, y, h)
 		fangle += fanglestep
 def AddFace(me, fil):	
 	vl = me.verts
 	facelist = [vl[index] for index in fil]
 def GenerateFaces(me, turn, tface, bface, closed):
 	vl = me.verts
 	length = len(me.verts)
 	offset = 2
 	segs = int((length-offset)/2)	
 	# get the index of the top and bottom vertices
 	if tface or bface:	tvi, bvi = length-2, length-1
 	ra = range(0, segs)
 	for index in ra:
 		if turn < 360.0 and closed:
 			if index == ra[0]:
 		    	vi1, vi2, vi3, vi4 = index, length-2, length-1, index+segs
 				AddFace(me, [vi1, vi2, vi3, vi4])
 			if index == ra[-1]:
 		    	vi1, vi2, vi3, vi4 = index, index+segs, length-1, length-2
 				AddFace(me, [vi1, vi2, vi3, vi4])
 		if (turn == 360.0) or ((turn < 360.0) and (not closed) and (index != ra[-1])) or (closed and (index != ra[-1])):
 			vi1, vi4, vi2, vi3 = index, index+1, index+segs, index+segs+1
 			if vi4 == segs: vi4 = vi4 % segs
 			if vi3 == segs*2: vi3 = (vi3 % segs) + segs
 			AddFace(me, [vi1, vi2, vi3, vi4])
 			if tface:	AddFace(me, [tvi, vi1, vi4])
 			if bface:	AddFace(me, [bvi, vi2, vi3])
 # Function to generate any isolated vertices
 def GenerateVertex(me, x, y, z):
 	vert = NMesh.Vert(x, y, z)
 # clear vertex and face lists of the mesh from last update
 def ClearMeshGeometry(me):
 	del me.verts[:]
 	del me.faces[:]	
 # update the settings of the widgets
 def SetData(sdata, ui):
 	global datum
 	for ddata in datum:
 		ui[ddata][1] = sdata[index]
 		index += 1
 # retrieve settings from the user-interface elements
 def GetData(ui):
 	return [ ui[data][1] for data in datum]
 # Called whenever user-settings change 	
 # and at script start with default settings
 def UpdateMesh():
 	global ob, me, sc, dwidget
 	# get input parameters to generate the cylinder
 	h, angle, isegs, baserad, turn, tface, bface, closed = GetData(dwidget)
 	toprad = baserad - (h * tan(radians(angle)))
 	# NOTE: to avoid getting weird shapes, uncomment the line below
 	toprad = fabs(toprad)
 	# generate the vertices of the top circle and base circle
 	GenerateVertices(me, toprad, isegs, h, turn)
 	GenerateVertices(me, baserad, isegs, 0.0, turn)
 	# make a vertex at top-center and bottom-center
 	GenerateVertex(me, 0.0, 0.0, h)
 	GenerateVertex(me, 0.0, 0.0, 0.0)
 	# Generate face list
 	GenerateFaces(me, turn, tface, bface, closed)
 	# update the mesh
 def DrawWidgets():
 	global dwidget
 	dwidget['newob'][0]   = Button("New", 10009, 10, 10, 200/4, 20, dwidget['newob'][2])
 	dwidget['copyfrom'][0]   = Button("Copy", 10011, 200/4+10, 10, 200/4, 20, dwidget['copyfrom'][2])
 	dwidget['selob'][0]   = Button("Sel", 10010, 400/4+10, 10, 200/4, 20, dwidget['selob'][2])
 	dwidget['quit'][0]	= Button("Quit", 10008, 600/4+10, 10, 200/4, 20, dwidget['quit'][2])
 	dwidget['h'][0]     	  =  Slider("height : ", 10000, 10, 10+25, 200, 20, dwidget['h'][1], 2.0, 10.0, 1, dwidget['h'][2])
 	dwidget['ang'][0]	 = Slider("angle : ", 10001, 10, 10+25*2, 200, 20, dwidget['ang'][1], 0.0, 89.0, 1, dwidget['ang'][2])
 	dwidget['seg'][0] 	  = Slider("segments : ", 10002, 10, 10+25*3, 200, 20, dwidget['seg'][1], 3, 200, 1, dwidget['seg'][2])		
 	dwidget['brad'][0]	  = Slider("base radius : ", 10003, 10, 10+25*4, 200, 20, dwidget['brad'][1], 3.0, 15.0, 1, dwidget['brad'][2])
 	dwidget['turn'][0]	  = Slider("turn : ", 10004, 10, 10+25*5, 200, 20, dwidget['turn'][1], 5.0, 360.0, 1, dwidget['turn'][2])	
 	dwidget['tface'][0]   = Toggle("top", 10005, 10, 10+25*6, 200/3, 20, dwidget['tface'][1], dwidget['tface'][2])
 	dwidget['bface'][0]   = Toggle("bottom", 10006, 200/3 + 10, 10+25*6, 200/3, 20, dwidget['bface'][1], dwidget['bface'][2])
 	dwidget['closed'][0]  = Toggle("closed", 10007, 400/3 + 10, 10+25*6, 200/3, 20, dwidget['closed'][1], dwidget['closed'][2])	
 def DrawBanner():
 	x, y = 10.0, float(10+25*7)
 	w, h = 200.0, 50.0
 	glColor3f(0.3, 0.3, 0.3)
 	glRectf(x, y, x+w, y+h)
 	glColor3f(1.0, 1.0, 1.0)		
 	glRasterPos2i(int(x+5), int(y+5))
 	DrawText("by Satish 'iluvblender' Goda",'small')		
 	glRasterPos2i(int(x+5), int(y+20))
 	DrawText("Blender 2.37")
 	glRasterPos2i(int(x+5), int(y+35))
 	DrawText("Interactive Cylinder Generator")
 def ManageDisplay():
 # Save the name of the object and its data
 def DumpData():
 	global ob, dBICG, dwidget
 	if ob:
 		dBICG[] = GetData(dwidget)
 		SetKey(skname, dBICG)
 def Terminate():
 def ManageEvent(evt, val): 
 	if evt == Draw.QKEY: Terminate()
 def UpdateSlider(slider):
 	slider[1] = slider[0].val
 def UpdateToggle(toggle):
 	toggle[1] = toggle[0].val
 def NewObject(flag):
 	global ob, me, sc
 	if flag == 1: DumpData()
 	sc = Scene.GetCurrent()
 	cursorpos = Window.GetCursorPos()
 	ob = Object.New('Mesh', 'Cyl_')
 	me = NMesh.New('MyCylMesh')
 # Load the settings of the selected object into the GUI
 def LoadSettings(targetob):
 	notloaded = 0
 		data = dBICG[targetob]
 		SetData(data, dwidget)
 		return not notloaded
 	except KeyError:
 		Draw.PupMenu("ERROR: OOPS. This objects data does not exist in the registry.")	
 		return notloaded
 def CheckSelection():
 	selob = Object.GetSelected()
 	if not selob: 
 		Draw.PupMenu("Warning%t|Please make a selection.")
 	elif ob and selob[0].name == 
 		Draw.PupMenu("Warning%t|Object already selected.")
 		return selob[0]
 	return None
 def CopyFromObject():
 	sob = CheckSelection()
 	if sob: LoadSettings(
 def SelectedObject():
 	global ob, me
 	sob = CheckSelection()
 	if sob:
 		if LoadSettings(
 			ob, me = sob,		
 def ManageWidgets(evt):
 	global dwidget, ob, me
 	if evt == 10000: UpdateSlider(dwidget['h'])
 	if evt == 10001: UpdateSlider(dwidget['ang'])
 	if evt == 10002: UpdateSlider(dwidget['seg'])
 	if evt == 10003: UpdateSlider(dwidget['brad'])
 	if evt == 10004: UpdateSlider(dwidget['turn'])	
 	if evt == 10005: UpdateToggle(dwidget['tface'])	
 	if evt == 10006: UpdateToggle(dwidget['bface'])
 	if evt == 10007:
 		if dwidget['turn'][1] == 360.0: Draw.PupMenu(dwidget['closed'][3])
 		else: UpdateToggle(dwidget['closed'])
 	if evt == 10008: Terminate()
 	if evt == 10009: NewObject(1)
 	if evt == 10010: SelectedObject()
 	if evt == 10011: CopyFromObject()	
 	if ob and me: UpdateMesh()
 # called at script start
 Draw.Register(ManageDisplay, ManageEvent, ManageWidgets)


People, I’m sorry my previous post was ambiguous… when I said I added some plugins, I meant that I downloaded them and added them to my blender! I can’t program Python!
sooo sorry if I mislead you … (blushing furiously)

iluvgfx … that looks so cool! a plugin that could be very useful…

arbzervor … nice photography!


Thank you butterpaw.

I will be extending this to all primitives. I just added the bug-fixed code.


rasterizer & gamelogic work only in game engine so it can be your error

 ImportError: No module named Rasterizer



edit: I decided to just link to the elysiun threads for my plugins as the versions have changed so much that it was hard to keep the individual links up to date…

zutilz: zbuffer utilities…mask by z, easy depth maps, insert a zbuffer into a previously rendered pic

framestamp:stamp an image with frame #, time, image name, added text

 [chromakey-hsv]( hsv based chromakey with a few basic compositing features

my yasp (yet another seq plugin) thread…4 so far:
filter: simple 3x3 filter plugin
adjust-hsv: adjust color, brightness, contrast and gamma
layer: gimp like layer blending modes
g-blur: gaussian blur for the seq editor


How do I do this?


Each window header has a Window-Menu icon on the left. One of the options is the Text Editor. Or you can open it with Shft-F11 with your Mouse Cursor in the relevant window.


Ok, so how do I type in that?


Put your Mouse Cursor in that window, LeftClick to place your Prompt Cursor at Top-Left and type (keeping mouse cursor in window of course).


hi, just started programming in python, and was wondering how you combine graphics with python… anyone care giving a complex/complete answer and explenation on that?

by the way, sorry for my english



i asked how to connect graphics and stuff in blender, but nobody seems to know… strange. :stuck_out_tongue:

yeah, seems i have to look elsewhere then… by the way, still looking hint hint



your question is probably too broad to be meaningful,

there is an image module you can load and save images

there is the render module.



not really, i was just wondering if it is possible to make a game with blender, and how you use grapics to do that? just a short explenation if possible



Since Blender has a gameengine yes it is possible,

There is a series of free video tutorials here,

Which will show you most of what you need to learn.



hi, trying to learn some python… and downloaded python card, but i can’t get the code editor (or any of the other stuff) to work…




oh… never mind… did something else… but i was wondering… when i want the py file/ alle the code to be a runable program (.exe etc) how do i make it that?

anyone care to explain it?


Here it is :



Hey, I’m having trouble exporting my blender fluid simulation to XSI. I have the export all set up, but when I start to run the script, it errors, and it seems to be erring on one particular line (that blender has highlighted). I don’t know anything at all about python, can anyone tell me what’s wrong?