It's just an integral part of my workflow especially for modding games.
It's just an integral part of my workflow especially for modding games.
Back in high school, a friend and I wrote a 3D platforming video game from scratch. The on-disk 3D model format we used was something I just came up with. It was plaintext ASCII where we would write in every vertex and tex coord by hand, and the engine would turn those over to the obvious OpenGL functions. That was obviously stupid, so my friend learned how to use Blender and wrote an exporter to my format using its Python API. You can read a bit about it here[1] on our old website, written in 2005 when we were around 17 years old. Memories.
My friend eventually went on to develop & commercially release a 3D platforming game called Poi[2].
[1] https://brightnightgames.com/games.php?game=sa&sec=developme...
For example "write code in python using blender libraries to create a scene that contains a procedurally-generated mobius strip"
Usually the results are pretty good.
Demo: https://www.youtube.com/watch?v=thWgiEtQs7A
Blender Tutorial: https://www.youtube.com/watch?v=AQLimxRDFWc
Besides that, I've written bunch of macros as basically python files I execute in Blender to do repetitive tasks. Another thing I've done is writing a distributed render queue for headless rendering, using the Python API.
Neat thing too is it's in Rust, not Python.. because, well, i prefer and know Rust, and by doing it in Rust it works with the rest of my game code so that on-demand stuff i mention plugs in nicely to my existing ecosystem. Note that i'm using Py03 for Rust, so it's just Rust<->Python. Not native Rust support or anything
Also automatic fixing of imported models from various game ripping sites.