Rendered headless by the example itself — click to zoom.
blender --background --python examples/shape-key-blend/shape_key_blend.py --
A runnable example that authors a relative shape key entirely through the data API — shape_key_add, per-vertex key_blocks["Tall"].data[i].co, and .value — then reads the blend back from the depsgraph-evaluated mesh. The Tall key both lifts and flares the top face, so the silhouette is a truncated pyramid.
What it witnesses: shape keys do not rewrite mesh.vertices. The undeformed mesh stays at Basis; every evaluated vertex matches the closed-form blend co = basis + value × (key − basis). The check also asserts the flared top half-extent (0.5 + value × flare) so a uniform-scale mistake cannot pass.
Run
# Cheap correctness check (no render) — the CI check:
blender --background --python shape_key_blend.py --
# Also render a still (EEVEE on a GPU host; use --engine cycles on GPU-less hosts):
blender --background --python shape_key_blend.py -- --output blend.png
blender --background --python shape_key_blend.py -- --output blend.png --engine cycles
It exits non-zero on failure (missing keys, wrong value, per-vert blend mismatch, or flare miss). The blender-smoke workflow runs the check on Blender 4.5 LTS and 5.1.
Source
"""Relative shape-key blend via the data API — a runnable example. Witnesses that shape keys are authored and driven on the mesh datablock (`shape_key_add`, `key_blocks["Name"].data[i].co`, `.value`), not through operators, and that the depsgraph-evaluated mesh matches the closed-form relative blend: co = basis + value * (key - basis). AI often keys the wrong block, forgets Basis, or reads undeformed `mesh.vertices` instead of the evaluated mesh. The Tall key both lifts and flares the top face, so the silhouette is a truncated pyramid — clearly a blend, not a uniformly scaled box. By default it runs only the correctness check (no render) — the CI smoke check. Pass --output to also render a still: blender --background --python shape_key_blend.py -- # check only blender --background --python shape_key_blend.py -- --output s.png # + render """ import bpy, bmesh, sys, os, math, argparse CUBE_SIZE = 1.0 LIFT = 2.0 FLARE = 0.45 # extra half-extent on top face in XY at full key BLEND = 0.5 HALF = CUBE_SIZE / 2 EXPECT_TOP_Z = HALF + BLEND * LIFT EXPECT_BOT_Z = -HALF EXPECT_TOP_HALF = HALF + BLEND * FLARE # |x| and |y| of top verts def build(): bpy.ops.wm.read_factory_settings(use_empty=True) me = bpy.data.meshes.new("Block") bm = bmesh.new() try: bmesh.ops.create_cube(bm, size=CUBE_SIZE) bm.to_mesh(me) finally: bm.free() obj = bpy.data.objects.new("ShapeBlock", me) bpy.context.collection.objects.link(obj) # data-level shape keys — no bpy.ops.object.shape_key_* obj.shape_key_add(name="Basis") tall = obj.shape_key_add(name="Tall") for i, _v in enumerate(me.vertices): co = tall.data[i].co if co.z > 0.0: co.z += LIFT # flare top face outward so the blend reads as a taper, not a box co.x = math.copysign(HALF + FLARE, co.x) co.y = math.copysign(HALF + FLARE, co.y) tall.value = BLEND return obj def blended_co(basis_kb, key_kb, i, value): b = basis_kb.data[i].co k = key_kb.data[i].co return b + value * (k - b) def check(obj): keys = obj.data.shape_keys if keys is None: print("ERROR: no shape keys on mesh", file=sys.stderr) return 3 names = [kb.name for kb in keys.key_blocks] if names != ["Basis", "Tall"]: print(f"ERROR: key names {names} != ['Basis', 'Tall']", file=sys.stderr) return 4 basis = keys.key_blocks["Basis"] tall = keys.key_blocks["Tall"] if abs(tall.value - BLEND) > 1e-6: print(f"ERROR: Tall.value {tall.value} != {BLEND}", file=sys.stderr) return 5 # undeformed mesh.vertices stay at Basis — the trap this example catches raw_top = max(v.co.z for v in obj.data.vertices) raw_xy = max(max(abs(v.co.x), abs(v.co.y)) for v in obj.data.vertices) if abs(raw_top - HALF) > 1e-4 or abs(raw_xy - HALF) > 1e-4: print(f"ERROR: undeformed mesh not at Basis " f"(top_z={raw_top}, xy={raw_xy}, expected half={HALF})", file=sys.stderr) return 6 bpy.context.view_layer.update() dg = bpy.context.evaluated_depsgraph_get() ev = obj.evaluated_get(dg) em = ev.to_mesh() try: # every evaluated vert must match the closed-form blend from key_blocks for i, v in enumerate(em.vertices): expect = blended_co(basis, tall, i, BLEND) if (v.co - expect).length > 1e-4: print(f"ERROR: vert {i} evaluated {tuple(v.co)} != " f"blend {tuple(expect)}", file=sys.stderr) return 7 zs = [v.co.z for v in em.vertices] top_xy = [max(abs(v.co.x), abs(v.co.y)) for v in em.vertices if v.co.z > 0.0] top = max(zs) bot = min(zs) flare = max(top_xy) finally: ev.to_mesh_clear() if abs(top - EXPECT_TOP_Z) > 1e-4 or abs(bot - EXPECT_BOT_Z) > 1e-4: print(f"ERROR: evaluated z [{bot:.4f}, {top:.4f}] != " f"[{EXPECT_BOT_Z:.4f}, {EXPECT_TOP_Z:.4f}]", file=sys.stderr) return 8 if abs(flare - EXPECT_TOP_HALF) > 1e-4: print(f"ERROR: top flare {flare:.4f} != {EXPECT_TOP_HALF:.4f}", file=sys.stderr) return 9 print(f"keys={names} value={BLEND} eval_z={bot:.3f}..{top:.3f} " f"top_half={flare:.3f} undeformed_top={raw_top:.3f}") return 0 def eevee_engine_id(): return 'BLENDER_EEVEE' if bpy.app.version >= (5, 0, 0) else 'BLENDER_EEVEE_NEXT' def render_still(obj, path, engine): scene = bpy.context.scene for poly in obj.data.polygons: poly.use_smooth = False mat = bpy.data.materials.new("Violet") mat.use_nodes = True bsdf = mat.node_tree.nodes["Principled BSDF"] bsdf.inputs["Base Color"].default_value = (0.52, 0.06, 0.98, 1.0) # violet bsdf.inputs["Roughness"].default_value = 0.22 obj.data.materials.clear() obj.data.materials.append(mat) # bottom verts stay at -HALF; lift so the block rests on the floor obj.location = (0.0, 0.0, HALF) obj.rotation_euler = (0.0, 0.0, math.radians(28)) floor_me = bpy.data.meshes.new("Floor") bm = bmesh.new() try: bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=30.0) bm.to_mesh(floor_me) finally: bm.free() fmat = bpy.data.materials.new("Studio") fmat.use_nodes = True fb = fmat.node_tree.nodes["Principled BSDF"] fb.inputs["Base Color"].default_value = (0.055, 0.06, 0.07, 1.0) fb.inputs["Roughness"].default_value = 0.5 floor_me.materials.append(fmat) floor = bpy.data.objects.new("Floor", floor_me) scene.collection.objects.link(floor) wall = bpy.data.objects.new("Wall", floor_me.copy()) wall.location = (0.0, 9.0, 0.0) wall.rotation_euler = (math.radians(90), 0.0, 0.0) scene.collection.objects.link(wall) world = bpy.data.worlds.new("World") world.use_nodes = True world.node_tree.nodes["Background"].inputs["Color"].default_value = (0.008, 0.009, 0.012, 1.0) scene.world = world world_top = HALF + EXPECT_TOP_Z aim = bpy.data.objects.new("Aim", None) aim.location = (0.0, 0.0, world_top / 2) scene.collection.objects.link(aim) def light(name, loc, energy, size, col): ld = bpy.data.lights.new(name, 'AREA') ld.energy = energy ld.size = size ld.color = col ob = bpy.data.objects.new(name, ld) ob.location = loc scene.collection.objects.link(ob) lc = ob.constraints.new('TRACK_TO') lc.target = aim lc.track_axis = 'TRACK_NEGATIVE_Z' lc.up_axis = 'UP_Y' light("Key", (-3.5, -4.5, 5.5), 1500.0, 6.0, (1.0, 0.98, 0.94)) light("Fill", (5.0, -3.5, 2.5), 340.0, 8.0, (0.8, 0.87, 1.0)) light("Rim", (1.5, 4.5, 2.0), 480.0, 4.0, (1.0, 0.75, 0.45)) cam_data = bpy.data.cameras.new("Cam") cam_data.lens = 50.0 cam = bpy.data.objects.new("Cam", cam_data) cam.location = (3.6, -4.8, 2.4) scene.collection.objects.link(cam) scene.camera = cam track = cam.constraints.new('TRACK_TO') track.target = aim track.track_axis = 'TRACK_NEGATIVE_Z' track.up_axis = 'UP_Y' scene.render.engine = 'CYCLES' if engine == 'cycles' else eevee_engine_id() if engine == 'cycles': scene.cycles.samples = 32 else: try: scene.eevee.taa_render_samples = 64 except AttributeError: pass scene.render.resolution_x = 1280 scene.render.resolution_y = 720 scene.render.image_settings.file_format = 'PNG' scene.render.filepath = path bpy.ops.render.render(write_still=True) return os.path.exists(path) and os.path.getsize(path) > 0 def main(): argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] p = argparse.ArgumentParser() p.add_argument("--output", default=None, help="optional: render a still PNG here") p.add_argument("--engine", default="eevee", choices=("eevee", "cycles"), help="render engine for --output (cycles for GPU-less hosts)") args = p.parse_args(argv) obj = build() code = check(obj) if code: return code if args.output: if not render_still(obj, os.path.abspath(args.output), args.engine): print("ERROR: render produced no file", file=sys.stderr) return 10 print(f"rendered still {args.output}") print("shape-key-blend OK") return 0 if __name__ == "__main__": try: sys.exit(main()) except Exception as e: import traceback; traceback.print_exc(); print(f"FATAL: {e}", file=sys.stderr); sys.exit(1)