2023年5月10日水曜日

20230511 bbb 球体 回転 球体表面 3つの球体

保存すると回転 開始しない



import bpy

import math


zion_kaiten = 0.2  # 回転速度(秒あたりの度数)


# 大きな球体を作成

bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0, 0, 0))

sphere = bpy.context.object


# 大きな球体のマテリアルにアルファブレンドを設定

sphere.data.materials.append(bpy.data.materials.new(name="SphereMaterial"))

sphere.data.materials[0].use_nodes = True

nodes = sphere.data.materials[0].node_tree.nodes

nodes["Principled BSDF"].inputs["Alpha"].default_value = 0.1


# 小さな球体の頂点を作成し、色を設定

vertices = []

colors = [(0, 0, 1, 1), (1, 0, 0, 1), (0, 1, 0, 1)]  # 青、赤、緑


angle = 2 * math.pi / 3  # 120度をラジアンに変換


for i in range(3):

    x = math.cos(i * angle)

    y = math.sin(i * angle)

    z = 0

    

    bpy.ops.mesh.primitive_uv_sphere_add(radius=0.1, location=(x, y, z))

    vertex = bpy.context.object

    

    # 小さな球体の色を設定

    vertex.data.materials.append(bpy.data.materials.new(name="VertexMaterial"))

    vertex.data.materials[0].diffuse_color = colors[i]

    

    vertices.append(vertex)


# アニメーションのための設定

rotation_angle = 0

rotation_speed = math.radians(zion_kaiten)  # ラジアンに変換


def rotate_objects(scene):

    global rotation_angle


    # 大きな球体と小さな球体をアクティブにする

    bpy.context.view_layer.objects.active = sphere

    sphere.select_set(True)

    for vertex in vertices:

        bpy.context.view_layer.objects.active = vertex

        vertex.select_set(True)

    

    # オブジェクトをZ軸周りに回転する

    bpy.ops.transform.rotate(value=rotation_speed, orient_axis='Z')


    rotation_angle += math.degrees(rotation_speed)


# アニメーションを実行する

bpy.app.handlers.frame_change_pre.append(rotate_objects)


# トーラスを作成

bpy.ops.mesh.primitive_torus_add(

    align='WORLD',

    location=(0, 0, 0),

    rotation=(0, 0, 0),

    major_radius=1,

    minor_radius=0.05

)

torus = bpy.context.object


# トーラスのアニメーションのための設定

torus_rotation_angle = 0

torus_rotation_speed = math.radians(zion_kaiten)  # ラジアンに変換


def rotate_torus(scene):

    global torus_rotation_angle


    bpy.context.view










#原型 色なし


import bpy

import math


zion_kaiten = 0.2  # Rotation speed in degrees per second


# Create the sphere

bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0, 0, 0))

sphere = bpy.context.object


# Create the vertices of the equilateral triangle

vertices = []

angle = 2 * math.pi / 3  # 120 degrees in radians


for i in range(3):

    x = math.cos(i * angle)

    y = math.sin(i * angle)

    z = 0

    

    bpy.ops.mesh.primitive_uv_sphere_add(radius=0.1, location=(x, y, z))

    vertex = bpy.context.object

    vertices.append(vertex)


# Set up rotation animation

rotation_angle = 0

rotation_speed = math.radians(zion_kaiten)  # Convert to radians per second


def rotate_z_axis(scene):

    global rotation_angle


    # Activate the sphere and the vertices

    bpy.context.view_layer.objects.active = sphere

    sphere.select_set(True)

    for vertex in vertices:

        bpy.context.view_layer.objects.active = vertex

        vertex.select_set(True)

    

    # Rotate the objects around the z-axis

    bpy.ops.transform.rotate(value=rotation_speed, orient_axis='Z')


    rotation_angle += math.degrees(rotation_speed)


# Run the animation

bpy.app.handlers.frame_change_pre.append(rotate_z_axis)









#aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa



import bpy
import math

zion_kaiten = 0.2  # Rotation speed in degrees per second

# Create the sphere
bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0, 0, 0))
sphere = bpy.context.object

# Set alpha blending for the large sphere
sphere.data.materials.append(bpy.data.materials.new(name="SphereMaterial"))
sphere.data.materials[0].use_nodes = True
nodes = sphere.data.materials[0].node_tree.nodes
nodes["Principled BSDF"].inputs["Alpha"].default_value = 0.1

# Create the vertices of the equilateral triangle and color the small spheres
vertices = []
colors = [(0, 0, 1, 1), (1, 0, 0, 1), (0, 1, 0, 1)]  # Blue, Red, Green

angle = 2 * math.pi / 3  # 120 degrees in radians

for i in range(3):
    x = math.cos(i * angle)
    y = math.sin(i * angle)
    z = 0
    
    bpy.ops.mesh.primitive_uv_sphere_add(radius=0.1, location=(x, y, z))
    vertex = bpy.context.object
    
    # Set color for the small sphere
    vertex.data.materials.append(bpy.data.materials.new(name="VertexMaterial"))
    vertex.data.materials[0].diffuse_color = colors[i]
    
    vertices.append(vertex)

# Set up rotation animation
rotation_angle = 0
rotation_speed = math.radians(zion_kaiten)  # Convert to radians per second

def rotate_z_axis(scene):
    global rotation_angle

    # Activate the sphere and the vertices
    bpy.context.view_layer.objects.active = sphere
    sphere.select_set(True)
    for vertex in vertices:
        bpy.context.view_layer.objects.active = vertex
        vertex.select_set(True)
    
    # Rotate the objects around the z-axis
    bpy.ops.transform.rotate(value=rotation_speed, orient_axis='Z')

    rotation_angle += math.degrees(rotation_speed)

# Run the animation
bpy.app.handlers.frame_change_pre.append(rotate_z_axis)





あああああああああああああああああああああああああああああ





z=0 に 000を中心とする半径1のトーラス

マイナー半径0.05 を作成し 追加し


これも 大きい球体に追随させる








import bpy

import math


zion_kaiten = 0.2  # Rotation speed in degrees per second


# Create the sphere

bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0, 0, 0))

sphere = bpy.context.object


# Set alpha blending for the large sphere

sphere.data.materials.append(bpy.data.materials.new(name="SphereMaterial"))

sphere.data.materials[0].use_nodes = True

nodes = sphere.data.materials[0].node_tree.nodes

nodes["Principled BSDF"].inputs["Alpha"].default_value = 0.1


# Create the vertices of the equilateral triangle and color the small spheres

vertices = []

colors = [(0, 0, 1, 1), (1, 0, 0, 1), (0, 1, 0, 1)]  # Blue, Red, Green


angle = 2 * math.pi / 3  # 120 degrees in radians


for i in range(3):

    x = math.cos(i * angle)

    y = math.sin(i * angle)

    z = 0

    

    bpy.ops.mesh.primitive_uv_sphere_add(radius=0.1, location=(x, y, z))

    vertex = bpy.context.object

    

    # Set color for the small sphere

    vertex.data.materials.append(bpy.data.materials.new(name="VertexMaterial"))

    vertex.data.materials[0].diffuse_color = colors[i]

    

    vertices.append(vertex)


# Set up rotation animation for the spheres

rotation_angle = 0

rotation_speed = math.radians(zion_kaiten)  # Convert to radians per second


def rotate_z_axis(scene):

    global rotation_angle


    # Activate the sphere and the vertices

    bpy.context.view_layer.objects.active = sphere

    sphere.select_set(True)

    for vertex in vertices:

        bpy.context.view_layer.objects.active = vertex

        vertex.select_set(True)

    

    # Rotate the objects around the z-axis

    bpy.ops.transform.rotate(value=rotation_speed, orient_axis='Z')


    rotation_angle += math.degrees(rotation_speed)


# Run the animation for the spheres

bpy.app.handlers.frame_change_pre.append(rotate_z_axis)


# Create the torus

bpy.ops.mesh.primitive_torus_add(

    align='WORLD',

    location=(0, 0, 0),

    rotation=(0, 0, 0),

    major_radius=1,

    minor_radius=0.05

)

torus = bpy.context.object


# Set up rotation animation for the torus

def rotate_torus(scene):

    global rotation_angle


    # Activate the torus

    bpy.context.view_layer.objects.active = torus

    torus.select_set(True)

    

    # Rotate the torus around the z-axis

    bpy.ops.transform.rotate(value=rotation_speed, orient_axis='Z')


# Run the animation for the torus

bpy.app.handlers.frame_change_pre.append(rotate_torus)


っっっっっっっっっっっっっっっっっっっっっっっっっっっz


import bpy


# カメラの位置を変更する

bpy.data.objects['Camera'].location = (0, 0, 20)

# ライトの位置を変更する

bpy.data.objects['Light'].location = (0, 0, 30)




# 小さな球体 独立 z軸回転


import bpy

import math


zion_kaiten = 0.2  # Rotation speed in degrees per second


# Create the sphere

bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0, 0, 0))

sphere = bpy.context.object


# Set alpha blending for the large sphere

sphere.data.materials.append(bpy.data.materials.new(name="SphereMaterial"))

sphere.data.materials[0].use_nodes = True

nodes = sphere.data.materials[0].node_tree.nodes

nodes["Principled BSDF"].inputs["Alpha"].default_value = 0.1


# Create the vertices of the equilateral triangle and color the small spheres

vertices = []

colors = [(0, 0, 1, 1), (1, 0, 0, 1), (0, 1, 0, 1)]  # Blue, Red, Green


angle = 2 * math.pi / 3  # 120 degrees in radians


for i in range(3):

    x = math.cos(i * angle)

    y = math.sin(i * angle)

    z = 0

    

    bpy.ops.mesh.primitive_uv_sphere_add(radius=0.1, location=(x, y, z))

    vertex = bpy.context.object

    

    # Set color for the small sphere

    vertex.data.materials.append(bpy.data.materials.new(name="VertexMaterial"))

    vertex.data.materials[0].diffuse_color = colors[i]

    

    vertices.append(vertex)


# Set up rotation animation for the small spheres

rotation_angles = [0, 120, 240]

rotation_speed = math.radians(zion_kaiten)  # Convert to radians per second


def rotate_spheres(scene):

    global rotation_angles


    for i, vertex in enumerate(vertices):

        bpy.context.view_layer.objects.active = vertex

        vertex.select_set(True)

        

        bpy.ops.transform.rotate(value=rotation_speed, orient_axis='Z', center_override=(0, 0, 0))

        

        rotation_angles[i] += math.degrees(rotation_speed)


# Run the animation for the small spheres

bpy.app.handlers.frame_change_pre.append(rotate_spheres)


# Set up rotation animation for the torus

torus_rotation_angle = 0

torus_rotation_speed = math.radians(zion_kaiten)  # Convert to radians per second


def rotate_torus(scene):

    global torus_rotation_angle


    bpy.context.view_layer.objects.active = torus

    torus.select_set(True)


    bpy.ops.transform.rotate(value=torus_rotation_speed, orient_axis='Z', center_override=(0, 0, 0))


    torus_rotation_angle += math.degrees(torus_rotation_speed)


# Create the torus

bpy.ops.mesh.primitive_torus_add(

    align='WORLD',

    location=(0, 0, 0),

    rotation=(0, 0, 0),

    major_radius=1,

    minor_radius=0.05

)

torus = bpy.context.object


# Run the animation for the torus

bpy.app.handlers.frame_change_pre.append(rotate_torus)





20230511 球体表面502分割

 

import bpy

import math


z_axis = (0, 0, 1)

z_rotation_speed = 0.1  # 1秒間に回転する角度

z_rotation_speed_rad = math.radians(z_rotation_speed)  # ラジアンに変換

z_rotation_duration = 360 / z_rotation_speed  # 1回転するのにかかる時間(秒)



# 大きい球体を作成

bpy.ops.mesh.primitive_uv_sphere_add(radius=1, enter_editmode=False, location=(0, 0, 0))

large_sphere = bpy.context.active_object


# 大きい球体にマテリアルを割り当てる

material = bpy.data.materials.new(name="Material0")

material.diffuse_color = (1.0, 1.0, 1.0, 1.0)  # 不透明

material.alpha = 0.1  # 透明度

large_sphere.data.materials.append(material)



# 小さい球体を作成

for i in range(3):

    x = math.cos(math.radians(120*i)) * 1

    y = math.sin(math.radians(120*i)) * 1

    bpy.ops.mesh.primitive_uv_sphere_add(radius=0.1, enter_editmode=False, location=(x, y, 0))


# マテリアルを作成
materials = []
for i in range(4):
    if i == 0:
        mat = bpy.data.materials.new(name="Red")
        mat.diffuse_color = (1.0, 0.0, 0.0, 1.0)
    elif i == 1:
        mat = bpy.data.materials.new(name="Green")
        mat.diffuse_color = (0.0, 1.0, 0.0, 1.0)
    elif i == 2:
        mat = bpy.data.materials.new(name="Blue")
        mat.diffuse_color = (0.0, 0.0, 1.0, 1.0)
    else:
        mat = bpy.data.materials.new(name="White")
        mat.diffuse_color = (0.7, 0.7, 0.7, 1.0)
    materials.append(mat)

# マテリアルをランダムに割り当てる
obj = bpy.context.active_object
for face in obj.data.polygons:
    if face.center[0] == 0:
        if face.material_index == 0:
            face.material_index = 1
        elif face.material_index == 1:
            face.material_index = 2
        elif face.material_index == 2:
            face.material_index = 3
        else:
            face.material_index = 0
    else:
        face.material_index = 3



# 作成した小さい球体を選択する

bpy.ops.object.select_all(action='DESELECT')

for obj in bpy.data.objects:

    if obj.name.startswith("SmallSphere"):

        obj.select_set(True)

        bpy.context.view_layer.objects.active = obj


# アニメーションを作成

animation_data = large_sphere.animation_data_create()

animation = bpy.data.actions.new(name="RotationAction")

animation_data.action = animation


z_rotation_angle = 0


for i in range(10):

    z_rotation_angle += 360  # 1周分回転する

    z_rotation_time = i * z_rotation_duration  # 回転にかかる時間


    large_sphere.rotation_mode = 'XYZ'

    large_sphere.rotation_euler.z = math.radians(z_rotation_angle)

    large_sphere.keyframe_insert(data_path="rotation_euler", frame=z_rotation_time, index=2)

    large_sphere.rotation_euler.z = math.radians(z_rotation_angle + z_rotation_speed)

    large_sphere.keyframe_insert(data_path="rotation_euler", frame=z_rotation_time + 1, index=2)


    for obj in bpy.context.selected_objects:

        if obj != large_sphere:

            obj.rotation_mode = 'XYZ'

            obj.rotation_euler.z = math.radians(z_rotation_angle)

            obj.keyframe_insert(data_path="rotation_euler", frame=z_rotation_time, index=2)

            obj.rotation_euler.z = math.radians(z_rotation_angle + z_rotation_speed)

            obj.keyframe_insert(data_path="rotation_euler", frame=z_rotation_time + 1, index=2)












import bpy

import math


z_axis = (0, 0, 1)

z_rotation_speed = 2  # 1秒間に回転する角度

z_rotation_speed_rad = math.radians(z_rotation_speed)  # ラジアンに変換

z_rotation_duration = 360 / z_rotation_speed  # 1回転するのにかかる時間(秒)


# 球体を作成

bpy.ops.mesh.primitive_uv_sphere_add(location=(0, 0, 0))


# アニメーションを作成

obj = bpy.context.active_object

animation_data = obj.animation_data_create()

animation = bpy.data.actions.new(name="RotationAction")

animation_data.action = animation


z_rotation_angle = 0

for i in range(10):

    z_rotation_angle += 360  # 1周分回転する

    z_rotation_time = i * z_rotation_duration  # 回転にかかる時間

    obj.rotation_mode = 'XYZ'

    obj.rotation_euler.z = math.radians(z_rotation_angle)

    obj.keyframe_insert(data_path="rotation_euler", frame=z_rotation_time, index=2)

    obj.rotation_euler.z = math.radians(z_rotation_angle + z_rotation_speed)

    obj.keyframe_insert(data_path="rotation_euler", frame=z_rotation_time + 1, index=2)












色色





import bpy

import math


z_axis = (0, 0, 1)

z_rotation_speed = 0.2  # 1秒間に回転する角度

z_rotation_speed_rad = math.radians(z_rotation_speed)  # ラジアンに変換

z_rotation_duration = 360 / z_rotation_speed  # 1回転するのにかかる時間(秒)



import bpy

import random


# 球体を作成

bpy.ops.mesh.primitive_uv_sphere_add(radius=1, enter_editmode=False, location=(0, 0, 0))


# マテリアルを作成

materials = []

for i in range(32):

    mat = bpy.data.materials.new(name=f"Material{i}")

    mat.diffuse_color = (random.random(), random.random(), random.random(), 1.0)

    materials.append(mat)


# マテリアルをランダムに割り当てる

obj = bpy.context.active_object

for face in obj.data.polygons:

    face.material_index = random.randint(0, 31)


# オブジェクトにマテリアルを割り当てる

for i in range(32):

    obj.data.materials.append(materials[i])



# アニメーションを作成

obj = bpy.context.active_object

animation_data = obj.animation_data_create()

animation = bpy.data.actions.new(name="RotationAction")

animation_data.action = animation


z_rotation_angle = 0

for i in range(10):

    z_rotation_angle += 360  # 1周分回転する

    z_rotation_time = i * z_rotation_duration  # 回転にかかる時間

    obj.rotation_mode = 'XYZ'

    obj.rotation_euler.z = math.radians(z_rotation_angle)

    obj.keyframe_insert(data_path="rotation_euler", frame=z_rotation_time, index=2)

    obj.rotation_euler.z = math.radians(z_rotation_angle + z_rotation_speed)

    obj.keyframe_insert(data_path="rotation_euler", frame=z_rotation_time + 1, index=2)














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あああああああああああああああああああああああああああああああああ