Category: 3D Printing

Blender Scripting Lesson of the Week: Beveling

We were playing around with bevels this week – it’s pretty straight forward, the API lets you set the parameters you set through the GUI in a bevel modifier.

import bpy

# Clear all existing objects
for obj in list(bpy.data.objects):
    bpy.data.objects.remove(obj, do_unlink=True)

# Set Units
scene = bpy.context.scene
scene.unit_settings.system = 'METRIC'
scene.unit_settings.scale_length = 0.001  # 1 BU = 1 mm

# Create rectangular cube
bpy.ops.mesh.primitive_cube_add(location=(0, 0, 0))
block = bpy.context.active_object
block.name = "Block"

# cube default size is 2x2x2, so set absolute dimensions
block.dimensions = (2.0, 20.0, 0.25)
bpy.context.view_layer.objects.active = block
block.select_set(True)

# Apply scale so booleans/bevel behave predictably
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)

# Create cylinder cutter
hole_diameter = 1.0
hole_radius = hole_diameter / 2.0

# Make it longer than the block thickness so it fully cuts through
cutter_depth = 5.0

bpy.ops.mesh.primitive_cylinder_add(
    vertices=64,
    radius=hole_radius,
    depth=cutter_depth,
    location=(0.0, 0.0, 0.0),   # center of the block
    rotation=(0.0, 0.0, 0.0)
)
cutter = bpy.context.active_object
cutter.name = "HoleCutter"

bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)

# Boolean: cut hole
bpy.context.view_layer.objects.active = block
bool_mod = block.modifiers.new(name="Hole", type='BOOLEAN')
bool_mod.operation = 'DIFFERENCE'
bool_mod.solver = 'EXACT'
bool_mod.object = cutter

# Apply boolean
bpy.ops.object.modifier_apply(modifier=bool_mod.name)

# Hide cutter in viewport + renders
cutter.hide_set(True)
cutter.hide_render = True

# Bevel the block
bevel_width = 0.08 
bevel_segments = 5

bevel_mod = block.modifiers.new(name="Bevel", type='BEVEL')
bevel_mod.width = bevel_width
bevel_mod.segments = bevel_segments
bevel_mod.limit_method = 'ANGLE'
bevel_mod.angle_limit = 0.523599  # 30 degrees in radians

# Apply bevel
bpy.ops.object.modifier_apply(modifier=bevel_mod.name)

Blender Scripting – T-Post Sign Holder

We spent a lot of the day trying to modify 3D models that we found online to work as a sign holder. Something like the bent metal plates you can buy at the tractor store. Since these are simple polygons, I thought it might be easier to script the build (plus making changes to the dimensions would just require tweaking variables).

Voila – hopefully it’s a T-post sign holder! It at least looks like one.

import bpy
import bmesh
import math
from mathutils import Vector

# Clear all existing objects
for obj in list(bpy.data.objects):
    bpy.data.objects.remove(obj, do_unlink=True)

# -----------------------------
# Scene units (mm)
# -----------------------------
scene = bpy.context.scene
scene.unit_settings.system = 'METRIC'
scene.unit_settings.scale_length = 0.001  # 1 Blender unit = 1 mm

INCH = 25.4
def inch(x): return x * INCH

# -----------------------------
# PARAMETERS (mm)
# -----------------------------
bracket_thickness = inch(0.25)   # sheet thickness
bracket_width = inch(3)   # bracket width (across the post)

# Leg lengths (side profile)
bracket_top_length = inch(1)        # bracket segment 1 length
bracket_middle_length = inch(2)     # bracket segment 2 length
bracket_bottom_length = inch(4.5)   # bracket segment 3 length

# Bend included angles
bend1_angle_included = 105.0   # top flange
bend2_angle_included = 255.0   # web -> long leg

# If the long leg goes the wrong direction, flip this
flip_second_bend = True

# -----------------------------
# Punch hole
# -----------------------------
do_punch = True

# T-post size references
tpost_horizontal_hole_height = inch(0.25)
tpost_horizontal_hole_width = inch(1.5)
tpost_vertical_hole_height = inch(2)
tpost_vertical_hole_width = inch(0.25)
punch_clearance = 1.0 # clearance added around each rectangle (mm)

# Position of t-post before rotation (Z from p0 end, and X across width)
punch_center_z = inch(1)
punch_center_x = bracket_width / 2

# Vertical placement on top flange (Y=0 plane)
punch_center_y = -inch(0.5)

# -----------------------------
# Optional bevel to make edges25ook more formed
# -----------------------------
do_bevel = True

bevel_width = inch(0.05)
bevel_segments = 25

# -----------------------------
# Cleanup
# -----------------------------
#for n in ["BracketShape", "PunchBar", "PunchStem", "HoleRight1", "HoleRight2", "HoleRight3", "HoleRight4", "HoleLeft1", "HoleRLeft2", "HoleLeft3", "HoleLeft4"]:
#    o = bpy.data.objects.get(n)
#    if o:
#        bpy.data.objects.remove(o, do_unlink=True)

# -----------------------------
# Helpers (YZ plane directions)
# Define 0° as +Z. +90° is +Y. -90° is -Y.
# -----------------------------
def unit_from_angle(deg_from_posZ):
    a = math.radians(deg_from_posZ)
    return Vector((0.0, math.sin(a), math.cos(a)))

def boolean_diff(target, cutter):
    mod = target.modifiers.new(name=f"BOOL_{cutter.name}", type="BOOLEAN")
    mod.operation = 'DIFFERENCE'
    mod.solver = 'EXACT'
    mod.object = cutter
    bpy.context.view_layer.objects.active = target
    bpy.ops.object.modifier_apply(modifier=mod.name)
    cutter.hide_set(True)

def add_cube(name, size_xyz, location_xyz, rotation_xyz):
    bpy.ops.mesh.primitive_cube_add(size=1, location=location_xyz, rotation=rotation_xyz)
    obj = bpy.context.active_object
    obj.name = name
    obj.scale = (size_xyz[0], size_xyz[1], size_xyz[2])
    bpy.ops.object.transform_apply()
    return obj

def add_cylinder(name, radius, length, location_xyz, rotation_xyz):
    bpy.ops.mesh.primitive_cylinder_add(radius=radius, depth=length, location=location_xyz, rotation=rotation_xyz)
    obj = bpy.context.active_object
    obj.name = name
    bpy.ops.object.transform_apply()
    return obj

# Convert included bend angles to turn angles
angle_top = 180.0 - bend1_angle_included
angle_bottom = 180.0 - bend2_angle_included

# Start along +Z (top flange)
theta0 = 0.0
d0 = unit_from_angle(theta0)

# After bend1, go "down" (toward -Y) by turning negative
theta1 = theta0 - angle_top
d1 = unit_from_angle(theta1)

# After bend2, go toward +Z again (or flip if needed)
theta2 = theta1 + (angle_bottom if not flip_second_bend else - angle_bottom)
d2 = unit_from_angle(theta2)

# Profile points (center surface)
p0 = Vector((0.0, 0.0, 0.0))      # free end of top flange
p1 = p0 + d0 * bracket_top_length       # bend1 line
p2 = p1 + d1 * bracket_middle_length    # bend2 line
p3 = p2 + d2 * bracket_bottom_length    # end of long leg

# -----------------------------
# Build a single connected sheet surface:
# Create two polylines separated in X, then make quads between them.
# -----------------------------
mesh = bpy.data.meshes.new("BracketShapeMesh")
bracket = bpy.data.objects.new("BracketShape", mesh)
bpy.context.collection.objects.link(bracket)
bpy.context.view_layer.objects.active = bracket
bracket.select_set(True)

bm = bmesh.new()

x0, x1 = 0.0, bracket_width

# Left side (x0)
v0a = bm.verts.new((x0, p0.y, p0.z))
v1a = bm.verts.new((x0, p1.y, p1.z))
v2a = bm.verts.new((x0, p2.y, p2.z))
v3a = bm.verts.new((x0, p3.y, p3.z))

# Right side (x1)
v0b = bm.verts.new((x1, p0.y, p0.z))
v1b = bm.verts.new((x1, p1.y, p1.z))
v2b = bm.verts.new((x1, p2.y, p2.z))
v3b = bm.verts.new((x1, p3.y, p3.z))

# Faces (one per segment)
bm.faces.new((v0a, v0b, v1b, v1a))  # top flange
bm.faces.new((v1a, v1b, v2b, v2a))  # web
bm.faces.new((v2a, v2b, v3b, v3a))  # long leg

bm.normal_update()
bm.to_mesh(mesh)
bm.free()

# -----------------------------
# Solidify to thickness (sheet metal look)
# -----------------------------
solid = bracket.modifiers.new("Solidify", type="SOLIDIFY")
solid.thickness = bracket_thickness
solid.offset = 0.0
bpy.ops.object.modifier_apply(modifier=solid.name)

# -----------------------------
# Punch the lowercase "t" on the top flange
# (Top flange is flat at Y=0; punch straight through Y)
# -----------------------------
if do_punch:
    tpost_length_y = bracket_thickness * 5  # ensure it fully cuts through

    # Crossbar rectangle
    horizontal_hole = add_cube(
        "PunchBar",
        size_xyz=(tpost_horizontal_hole_width + 2 * punch_clearance, tpost_length_y, tpost_horizontal_hole_height + 2 * punch_clearance),
        location_xyz=(punch_center_x, 13 + punch_center_y, punch_center_z),
        rotation_xyz=(math.radians(90 - bend1_angle_included / 2), math.radians(0), math.radians(0))
    )

    # Stem rectangle (placed under the bar like a lowercase "t")
    vertical_hole = add_cube(
        "PunchStem",
        size_xyz=(tpost_vertical_hole_width + 2 * punch_clearance, tpost_length_y, tpost_vertical_hole_height + 2 * punch_clearance),
        location_xyz=(punch_center_x, punch_center_y, punch_center_z),
        rotation_xyz=(math.radians(90), math.radians(0), math.radians(0))
        #rotation_xyz=(math.radians(90 - bend1_angle_included / 2), math.radians(0), math.radians(0))
    )
    boolean_diff(bracket, vertical_hole)
    boolean_diff(bracket, horizontal_hole)


for hole in range(4):
    right_hole = add_cylinder(
        "HoleRight{}".format(hole),
        radius=inch(0.125),
        length=100,
        location_xyz=(inch(0.5), -inch(2), inch(2) + inch(1.175) * hole),
        rotation_xyz=(math.radians(90), 0, 0)
    )
    left_hole = add_cylinder(
        "HoleLeft{}".format(hole),
        radius=inch(0.125),
        length=100,
        location_xyz=(inch(2.5), -inch(2), inch(2) + inch(1.175) * hole),
        rotation_xyz=(math.radians(90), 0, 0)
    )
    boolean_diff(bracket, right_hole)
    boolean_diff(bracket, left_hole)

# -----------------------------
# Optional bevel
# -----------------------------
if do_bevel:
    bev = bracket.modifiers.new("Bevel", type="BEVEL")
    bev.width = bevel_width
    bev.segments = bevel_segments
    bev.limit_method = 'ANGLE'
    #bev.angle_limit = math.radians(35)
    bev.use_clamp_overlap = False
    bpy.context.view_layer.objects.active = bracket
    bpy.ops.object.modifier_apply(modifier=bev.name)

API Documentation Links:

https://docs.blender.org/api/current/bpy.ops.mesh.html
https://docs.blender.org/api/current/bmesh.ops.html

Blender Scripting Lesson of the Week: Cylinders

Quick script for creating a cylinder using bpy

import bpy

# Clear all existing objects
for obj in list(bpy.data.objects):
    bpy.data.objects.remove(obj, do_unlink=True)

# Set Units
scene = bpy.context.scene
scene.unit_settings.system = 'METRIC'
scene.unit_settings.scale_length = 0.001  # 1 BU = 1 mm

# Create cylinder
bpy.ops.mesh.primitive_cylinder_add(
    vertices=32, radius=10.0, depth=20.0,
    end_fill_type='NGON', calc_uvs=True,
    enter_editmode=False, align='WORLD',
    location=(0.0, 0.0, -2.0), rotation=(0.0, 0.0, 0.0),
    scale=(1, 1, 1)
)

# Name cylinder
obj = bpy.context.active_object
obj.name = "MyCylinder"

# Frame Selected 
for area in bpy.context.window.screen.areas:
    if area.type == 'VIEW_3D':
        for region in area.regions:
            if region.type == 'WINDOW':
                with bpy.context.temp_override(area=area, region=region):
                    bpy.ops.view3d.view_selected(use_all_regions=False)
                break
        break

Blender – Box Trim Not Supported in Dynamic Topology Mode

I hand-sculpted bases for my chess set before realizing that I wanted them to be very identical. So I wanted to “cut” the hand-sculpted base off of the figure and replace it with a programmatic one. Except I kept getting this error using box trim — Not supported in dynamic topology mode.

Switch to a drawing brush and uncheck Dynamic Topology box

Then switch back to box trim and it actually trims

And then, of course, you need to remember to turn dynamic topography back on for the drawing tools to draw.