Python Daily videos

Hello all you Blenderheads! I’ve start recording Python Daily lessons. I’ll be releasing a short video a day covering something in Python. (note: by daily I mean Monday-Friday!) The goal isn’t to have a structured “this is a variable, this is a function, etc” series of lessons, but rather to offer a fun and interesting way of learning Python in Blender.

My core coding experience is not Python, so please don’t hesitate to correct me if I make a mistake…in fact I welcome corrections!

This thread will contain links to all the videos and eventually to my site. (

Feel free to offer suggestions, ask questions and just interact here or in the comments of the videos!

Donations can help me! If you have learned something a donation can go a long way. Donate to Paypal: [email protected]

Add Chain preview:
Rotation Constraint (5/1/2010):
Rotation Constraint Update! (5/3/2010):
Python Daily: Introduction (4/30/2010):
Python Daily: Creating a variable and performing a transformation (5/3/2010):
Python Daily: Naming a model (5/4/2010):
Python Daily: More on variables (5/5/2010):
Python Daily: Building the Add Chain script Part 1 (5/6/2010):
Python Daily: Building the Add Chain script Part 2 (5/7/2010):
Python Daily: Building the Add Chain script Part 3 (5/10/2010):
Python Daily: Building the Add Chain script Part 4 (5/ ? /2010):
Python Daily: Building the Add Chain script Part 5 (5/ ? /2010):
Python Daily: Interpreting errors in the console Part 1
Python Daily: Interpreting errors in the console Part 2
Python Daily: Animating

Great! I´ll stay tuned! :slight_smile:


Thanks for your lessons Nichod. Python is the key element in Blender 2.5 :yes:

Thanks guys! I have a non-Daily video rendering out now. Should be uploading soon. :yes:

One thing is this video is about Custom Properties. I noted it in the video, but I can’t seem to figure out why an additional properties panel is being displayed in the side view.

Looking forward to any further videos.

About the Custom Properties video:
The additional properties window is just part of Blender built-in interface, just like the Custom Properties panel in the properties window (bottom right in your video). It displays all id-properties that are stored on the currently active object. To get rid of it, simply unregister it:


At 6:20 in the video you notice that the minimum and maximum values of the slider have changed. Upon creation the slider doesn’t have limits (they are simply so big that you can ignore them). But because you called the pop-up window in the Custom Properties panel it sets the limits to the default (min:0, max:1). You could change this by setting your own limits (via python), change the limits in the Custom Properties panel, or just keep away from the Custom Properties panel and have no limits at all.

New Daily up!

@Crouch: Thanks for the help! That did the trick. Little things in the API all over the place :slight_smile: And noted about the min/max values. I knew I could set them…but for some reason my brain just assumed that a built in default existed.

Another video! Now we look at naming a selection!

This is absolutely incredible stuff! Big thank to you Nichod for this excellent stuff, videos are really nice and professional. I hope to learn Python in Blender this way. You are doing really great job!

i really enjoy your presentation style, very friendly! one thing about readability of the text, maybe just to be safe you could bump up the font size in the text editor by a point or two? would make it easier to distinguish some symbols ( [ { ( , . - etc…) i’m sure once familiar with python syntax these things are obvious. but i’m guessing (like me) many people watching your videos will be python beginners.
thanks so much for these videos.

I’ll consider resizing the text. Good suggestion!

@JiriH Thanks so much!

Ummm… I think my build of blender may not have python installed correctly.

I’d appreciate it someone could tell me what’s going on.

I’m trying to take baby steps to learn python by following along with these videos but I can’t even do the print function without getting a syntax error.

>>> print {“hello world”}
File “<string>”, line None
SyntaxError: invalid syntax (<console>, line 1)

it does this with every build of Blender I’ve used and I’ve also recently installed python 3.1 from

BTW I’m using a 64 bit windows build.

any help would be appreciated.

EDIT — Sorry I’m an idiot I mistakenly used “{” instead of “(”

No problem. And it’s an understandable mistake. Might have been difficult to see which I was using in the video. Thanks for watching!

And a new video is up!

New video (for 5/6/2010) up early! Enjoy!

[email protected] , thanks …

you are really helping scripting noobs like me understand python dude keep em coming

Hi All,

I just finished watching a great modeling tutorial by Kernon Dillon here

He’s modeled an object with the help of the bend modifier, to get the desired effect he needed to adjust the rotation of the original mesh. This had one disadvantage that when he wanted to make an extrusion on the original model it was no longer on the original axis (see video at about 38 minutes)

Ideally I think it would be great to have a “Basic Transform” in the modifier stack (move, rotate). This way you could enable or disable it while leaving your original mesh on the proper axis.

Anyone think this is doable/useful?

I haven’t seen the video…but would it be possible to add a hook modifier and do that? Not sure if it’s doable to link it in such a way…and I don’t have Blender in front of me right now to try it!

I did a quick test. (ran Blender off my thumbdrive :wink: ) (still haven’t seen the video)…but the hook modifier seems like it would allow you to do just what you are looking for!

Test file:

ps. Make sure to select all and click assign on the hook modifier after the extrude.

Cool tutorials thanks


but I think what I had in mind is to affect it as an object… more like a copy transform constraint.

However the advantage to making a modifier in the stack would be that it’s not necessary to add a controller object like an empty. Think of it like an offset… this many units on the x axis, rotate this many degrees on the y axis, local or global space… etc.

All this with the ability to turn on an off the visibility when it’s easier to work on the model without the modifier.

just an idea.